Thank you for the lovely detailed feedback! Glad you had fun with it even if it has it’s flaws!
Indeed the game was aimed to be a frantic “omg what do I need to do with this one” kinda game! Love to see you pick up gamelay ideas, items do get more frequent as the rules “relax” in the lategame so it is kinda a balancing power (that said they seem to be still too fast for some sadly), and is the reason behind the rules being hidden unless you are close enough. Wanted the player to experience the “oh shit can I throw this? I forgor” moments and the eventual triumph when you can lock in and defeat it.
Pickup being janky is a genuine design mistake in the meaning of I wanted to invoke old janky controls, because no game controlled perfectly, but now I see that it just gets in the way of the player, a very hard lessons learned through all the feedback x)
Items piling up is somewhat of a choice meaning I liked the idea but didn’t really have the time to tinker/try others, def. something that I’ll have to deal with in some way with a post jam update!








































