Very pretty, liked the presentation of the theme even if some of the puzzles were a little too abstract then I am ready for this early in the morning.
Harmony
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Really, really, really loved this. It is rare to see games these days with much commitment put into pressing the jump button. Adorable artstyle (although some text was giving me like 2/7 instead of a ' at times and unsure if that was intentional or not, maybe whatever font you are using doesn't support those characters?) The use of timers was a nice touch both for the theme and for putting pressure to make it harder to spend time lining up the perfect jump. Do like the walk modifier button that changes your jump angle/speed and that like bat jump thing I have never seen in a singleplayer enviorment. Do love the tech of cancelling your jump momentum instantly with the bat which has uses to skip the countdowns starting in a level or two. My brain struggled a little with the bat input cause it felt like a press and hold input to me, not a press to start and press to end early.
Impressive boss animations, cool intrepation of the theme. Feedback outside of the parry is weak and I was unsure if I was even hitting the boss frequently, the lil guys could serve to have an animation for shooting their projectile as it is hard to time a parry when it just spawns with no warning. Camera was a lil funky and a minor accessibilty issue (especially in the context of a game jam) is the dash being bound to shift only is hard to use comfortably as someone who uses mouse in left hand.
Loved the presentation here, the music and visuals were calming in an unfamilar, but homey way at the same time. Unsure if it is supposed to be a puzzle game or a narrative/choices matter (or don't matter and that is the point) game though as I found myself just clicking to see the numbers change. I do think despite that there is some nice friction (positive) from my disagreeing on the best life for this soul compared to the dev. It is a neat little work in determinism regardless.
Really novel idea. The idea of doing the same thing again, but harder is nothing new, but I have never seen it flavoured in such a way and I love it. I can see this being fleshed out enough to be a small boss rush styled game. Minor complaints would be as a leftie, who uses mouse in left and IJKL instead of WASD, the controls were not that accessible to me, but that can be overlooked in the context of a jam game and some of the abilities either did not feel they had much impact (looking at the air jumps, although maybe cause I didn't have them for later attack patterns) or were unclear exactly what they do, -1 sword and -2 jumps could use a rewording to say "You still have a melee attack/a ground jump."


