it jumpscaring me made it 5x funnier, dw lol
spidy
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neat concept! it would be nice if the spinner kept spinning and determined where you could nudge the ball, since it'll just go in a random direction it doesn't feel very worth using. the power meter resetting before it can even reach its limit made timing powerful shots kinda rough as well. with more polish, this would be pretty fun!
there's a lot of really cool ideas and the art is great! but the controls felt a bit slow, sort of wish dashing was the one tap move instead of a double tap, and the lack of hit feedback made it hard to know if attacks were landing or not. if the controls felt more responsive, i think this easily would be a blast to play!
pretty fun game! the enemy variety and different pickups were cool! it is a bit easy to get lost, the arrows for locating the last enemy and exit were almost helpful if they didn't disappear after a bit. the balls' directional arrows were also pretty hard to see, but that could just be me. other than that, it was really neat!
pretty fun and really cool!! the atmosphere was really impressive, it has a vibe that was haunting but also really calming. the randomization can just be kind of cruel though, might benefit from having more human influence/layouts to use.
web build did run really bad upon booting*, but then after dying for the first time it suddenly just ran perfectly fine for me
this seems like it could be cool but it was really hard to understand what the goal was, namely no idea what i should or shouldn't be intercepting, or if i should be intercepting everything and the goal is just survive (which if the latter, could use some resource management to keep interesting, like a limited time or amount of uses to run the radar). a bit of ominous ambience could also be really good to add to the scene
its a cool game and the intro is awesome! but it's pretty held back by some issues. instant death on walls is a bit brutal but definitely welcome if not for being able to run into one immediately on entering a level with minimal time to react, or even no time as once i got through the first underground level, the next level loaded and i was stuck inside of a wall so it just insta-killed me before i even got to do anything, and since you have to start from the beginning each time it was a bit of a bummer. the idea is really cool though and the combo system seems fun to try to manage!
thank you for the feedback and kind words! originally i did actually wanna add a per level timer, it would be pretty fun but i didn't get to get around to it in-time. there is an overall playtime stat in the level select screen but that's better for measuring a full playthrough, so definitely noted!

