Sorry not sorry.
I got ideas for nice casual games as well for the future.
Interesting concept for a puzzler, the biggest problem I had was just figuring out the rules for the games. If you coudl have visualized how things moved around I think it would have been easied to get into.
I think I would have like to see some simpler levels that have a more narrow focus on only a few objects, avoid of trees on the sides getting mixed in.
What an absolute brain bender. I almost feel bad for quitting over the chase level. it was just too steep of a curve for me after awkwardly managing my way through platforming. I think that challenge would have come through even if it only featured simple platforming. Overall, a pretty solid experience, other have done this concept, but I think you made it work well.
I think having an austronaut as a characeter worked well. They are no stranger to dealing unusual challenges and circumstances by staying calm and think their way through.
This is a take on the theme I have seen a few times already, but I really aprechiate the preview of the weapon you are going to get a while before, lets you strategize around the change rather than being left completely left in the mercy of the dice. I think if you tightened up the paltforming a bit, you could turn this into a solid little game.
Thank you for the thoughtful and helpful feedback, I just want to point out that.
You can cancel attacks when you hit with them. You're only commited to the full recovery on a miss. This is to encourage measured agression and punish just flailing. It does introduce a learning curve, but I think it makes it more satisfying when you get into it.