"I think the game is super creative with using your prior corpses as platforms to solve each room's puzzle. I don't see as much done with the theme of dichotomy though." - Mr. Michael Pien (tiebreaker)
Overall Rating: 4.5
"I truly enjoy this kind of puzzle game - I wish more attention had been paid to making the levels navigable and usable - the color tone and selections make it very difficult to parse some objects in the space. I also think there are deeper possible puzzle solutions that could have more strongly brought out the theme - that would be how I would explore to progress this project. As is, the die to live idea is solid but could use some depth." -Roberts
Overall Rating: 4
"Well, this was unique. I couldn't figure it out at first, but it was surprisingly well paced, challenging and creative. Don't know how I feel about the theme, but it worked in the same way many of the challenging platformers do. I was surprised at how many times I tried to get through some of the levels; it was weirdly engaging. A level reset option may help in the future, but - and I can't believe I'm saying this considering the theme - I think this has real potential." - Denenberg
Overall Rating: 4.5
"I appreciate the aesthetic wholeness brought by the visual black and white theming and how that directly relates to the themes, however, the complication of it did not reinforce those themes in playable ways I could see. The game also has a steep difficulty curve and very little onboarding or training, making it hard to see as a repeatable experience. With playtesting and tuning, this could be great." - Roberts
Overall Rating: 4.25
"REALLY creative interpretation of the theme to inspire an interesting story and gameplay mechanic. I love seeing games that can successfully turn themes into mechanics. Only took a point off for fun/engagement because the first level was way too hard- there should definitely be some ramp up of difficulty to let the player get used to the side-switching mechanic. I bet a bullet hell enjoyer would love this. Great job!" - Reid
Overall Rating: 4.75
"Really great idea, control was challenging and ability to get in and score hits was challenging. Reminds me of the old 1979 Vectorbeam game Warrior, and the older console-based bullet hell game Ikaruga which had the player switching between black and white. During the initial instructions, it didn't say 'Press space to continue' so it took me a while to figure out what to do, and it shows those same instructions on every restart." - Denenberg
Overall Rating: 4.5
"I rated this highly on worldbuilding for the excellent amount of polish in the VFX and cutscenes. I liked the way that the magnetic ball rotated the 2D trash sprites around when it picked things up- I found that charming! I gave it a 3/5 for fun/engagement because I think the gameplay isn't quite as relaxing as its primary inspiration (Katamari) but also not engaging enough based on challenge alone, which it seems like it might want to be based on the water obstacles. Although that could be improved with more iteration, I'm overall super impressed with this as a game jam project! Great job!" - Reid
Overall Rating: 4
"I really enjoyed this, and was especially impressed with the intro and music. A take on the gameplay of Katamari Damacy, and the controls were learnable (I got better as it went on) and increasingly involved levels. There were some control issues at screen's edge, and I'm assuming that it is actually possible to collect all trash in the time allotted. For the future, it would be good to see a boost or powerups that increase attraction radius, speed, etc. Great job." - Denenberg
Overall Rating: 4.2