The restart didn't work, so I just pushed an update with a fix.
What do you mean by input scheme? Auto-switching ships when the current one reaches its destination?
That's very fun game. First run for me was just a pure random, cuz I didn't understand any of the cards, just got that ROI gives you raw points. I was completely lost, but give it another chance I accidentally discovered that I can click on a card so tooltip would stay and I can actually read description of the effects. Would be much better to have effect text on the card itself instead of clicking and reading tooltips.
Well done, I enjoyed playing it.
The idea is brilliant, interesting to see how would you expand it.
For the feedback: player controller is very unsatisfying, jump/move feels too rigid and not alive, I would say it's the number one thing to improve. Also aiming is so unintuitive, at first I just confused why he aims only in one direction, and only after few deaths I got that it's aiming in the last movement direction, but with this it's very hard to aim and shoot opponents, (shoot midair is almost impossible)
Well done, wish you best with the concept.
Nice game, didn't get what are these icons that appears sometimes mean, look like I cannot collect them, it's a bit confusing. I stuck at some point near 80% I just can make the just long enough, don't know is it a bug, or am I missing mechanic, or I just cannot find the ideal timing for this jump.
Overall nice game, it work well and keep you engaged, I enjoyed playing it.
well made game, simple yet engaging arcade, remind me old pacman)
for me betting mechanic doesn't work, it doesn't feel like I'm risking something for the benefit, one idea that came to mind to improve it is to add debuff modifiers to the run, so I increase difficulty intentionally but with each debuff I increase potential reward, and in case of lose I can lost all of the points
oh, for me it was a rage game) colliders are too brutal, even slight touch and it's a restart.
good choice that risking is way too harder, but sometimes I took risky path and it looks like the cookie was on opposite side, maybe it was intentionally or a bug, but it feels like a bug and too much punishment for hard path
AAAA sound is cool) the art is beautiful, and it would be much cooler without black shadows on objects.
Character cannot be controlled mid air, so it's a bit strange decision in a platformer game.
Also in the game there is not much feel risking anything, because failing a level just requires you to restart it.
Love silly art style. however the game currently doesn't involves meaningful risk/reward, completed the game without collecting extra treasure. additional mechanics appears a bit late, you need to pass a couple of levels when you just click on the button and that's it. Wish there more situations where you have to think about proper use of ability to pass a level.
Nice and chill game, love it's cozy vibe.
Bugs with sprite ordering and collision detection is a bit break immersion, also some empty rooms, I think it's better make less rooms but fill them with some props so they feel alive.
Also day ends too suddenly and player appears a at different locations each time, so there is less sense of open environment.
As it plays as visual novel/dating sim, there is not much sense of top down movement, I think it would benefit if it will be static art with choices. The art on page, and some art in the game is very detailed while you move it's pixel art so it feels inconsistent.
Overall well done, enjoyed playing the game. PS. my choice was May.
Nice game,haven't played many sokoban games, but this one looks like it has an interesting twist.
Puzzle are interesting and has aha moments, so it says that the level design is well made.
The only thing that I would improve is level selection screen, it's a bit unusual, it mixes win screen and level selection
Well done