The more specific you can be the better!
Helps the devs find and fix those glitches.
The game is great! =D
The issues I experienced are most likely bugs or things that couldn't be completed within the three days.
I had some issues with the windows: if two windows overlap, clicking will bring the one in the back to the front.
The random occurrence of someone seeing you open a window feels too abrupt.
It seems like there’s no counterplay to prevent the eye from spotting me.
The eye didn’t appear to follow a pattern and didn’t give me enough time to react before taking one of my life points.
These were the main issues that prevented me from enjoying the game as much as I could have.
Apart from that, it’s great! =D
I played the game again after getting some sleep, and this time I managed to save the world in this timeline. =P
It’s a fun game!
After beating it, I’m left wanting to play more.
I think the game difficult is balanced. I don’t mind that it’s a bit challenging.
Right now, you respawn at the start of the area, so it’s not too punishing.
Maybe you could remove the "respawn/title" screen and let players jump right back into the game by pressing a button, like in "Superhot" or similar games.
It makes losing less frustrating because you can immediately get back into the action.
I like that you move around in the menu, but I had trouble reading everything and seeing all the options it offers.
The movement felt a little strange and sometimes sluggish. I ended up holding the run button all the time. =P
The character’s movement speed could also be a bit faster.
I like that you slow down when walking in the opposite direction of where you’re aiming, but the default speed feels too slow to begin with, and moving back makes it slow to a crawl.
Maybe you can remove the run button and make the player relay on rolling to dodge and traverse faster
You might also need to tweak enemy behavior so that speeding up the player doesn’t make the game too easy.
The rolling mechanic didn’t feel as satisfying as I expected. And because of that, I didn't use it much.
I had some trouble seeing the projectiles (though I love that they have physics!). I also discovered I could shoot enemies from off-screen. =P It wasn’t immediately obvious when I was out of ammo and needed to reload, so that could be communicated more clearly.
It’s all about trying out different things and seeing what works best and goes along with your idea for the game.
You’ve got a great foundation and over all the game is fun =D
Great work!!! <3 <3 <3
I saw your comment on Discord saying feedback is great! =D
It took me a bit to understand how to play the game, but once I did, it was fun!
I think adding a small counter to indicate the current phase of the game would be helpful.
Alternatively, an icon showing whose turn it is would make things clearer.
I didn't realize I had to actively draw cards until I ran out of them. =P
If there’s no strategic reason not to draw cards, maybe this could happen automatically at the start of the turn.
When I play one of the VTuber cards (like Ellie Minibot or Neuro), the game crashes during the attack phase.
I also found the attack and defense icons a bit unclear
Took me some trial and error to figure them out.
While I enjoyed the music, when the game starts, for a moment I thought the game had crashed.
It reminded me of the sound a computer makes during a blue screen error while playing audio through the speakers. =P
This all is just my opinion, so take it with a grain of salt!
The game could use some polish, but it’s a great idea with a lot of potential.
I hope you get the chance to refine and improve it even after the game jam ends.
Would love to see vedal and neuro play a more refined version of the game!
And I too, would love to play it again in a more finished state!