Thank you so much for sticking with it even if it was tricky! I really appreciate you taking the time to play.
giang2k
Creator of
Recent community posts
I like the style and the concept of making the game harder with each round. However, two things make the character very hard to control: variable jump and high momentum. It gets even harder when the movement muscle memory changes after winning a round.
A quick note: The hitboxes for traps and enemies should be slightly smaller than their actual sprite sizes, so collisions only happen when they visually touch.
Really cool art style and shading, but the game lacks a proper feedback loop. I enjoy learning through trial and error, but restarting doesn't teach me anything new. The card countdown mechanic is confusing—is it based on seconds (e.g., 3s for the first three, 8s for the next)? Also, what's the purpose of tapping the table?
To be honest, having too much information on a single screen felt a bit overwhelming. The font made it hard to read, so I tried clicking around to figure out what the buttons did. Although I heard the click sounds, nothing updated on screen. My main suggestion would be to break the information down and present it step-by-step instead of all at once.
ngl visual novels arent really my main thing, but your art style is so distinct and consistent + the music made it such a nice chill experience to play thru.
just a tiny note: maybe make the button colors a bit more high contrast vs the background so they stand out more? loved the vibe though, keep it up!!






