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Hello! Welcome to Feedback Quest 8! My name's Hythrain, a co-host and one of the streamers for this event! This feedback is being written live as I stream your game! If you're interested in seeing my live reaction, let me know and I can send you a link to the VOD once it's posted to YouTube!

So my normal approach for any game in these events is simple: I get the game, make sure it's not a virus, then play it with as little information on how to play as possible. This way, I can judge how intuitively someone can figure out the game. Only if it's obvious that I need to read more will I do so. I note this so you can get a sense where some of these feedback comes from. In addition, I want to note that feedback and rating are different; don't use this feedback to gauge what I'll rate, nor should you view my rating as entirely indicative of my feedback.

This was interesting to play. I'll admit, I'm not a fan of the font choice with how big it looks when you go full screen. In addition, the intro sequence didn't stay up long enough for me to do a dramatic read of it, while waiting on the title screen takes too long.

I will say one thing surprised me: you did a blind jump properly. When doing the third level, you have that one fall where you can't see what's below you. However, you designed the fall where the only way for the player to die is if they're being in too much of a hurry. Even when I used the red platform and just ran to the left as fast as I could, I run into the wall of that one platform with spikes and come to a stop, so it's just not possible. Thank you for that!

Unfortunately, you did the rarer yet just as problematic problem of "scroll hide," where you clearly have the terrain set up like it's supposed to be one long screen but then you don't scroll the screen over until the player's at the edge of the previous screen. Yet unlike in old retro games, where these screen scrolls take control away from the player for a moment and thus give them a moment to see what's coming, you have it set up where momentum carries over, so an ill-timed use of dash can guarantee death. I always will argue that this is just a cheap tactic that shouldn't be done; if you want a hard game, there are always better ways to do it than this sort of trick.

Speaking of momentum, I noticed that when you die, your new body can still carry whatever momentum it had before which can often result in a quick and silly death. This is especially true if you're on level 2 or 3 and are past the first screen but die before hitting the checkpoint, which sends you back to the first level. Oh, and while I'm at it... why bother with checkpoints if you're going to do that? I feel like you'd be better suited removing the checkpoints and making it that each level is a checkpoint, since the game's design seems to be to keep building upon whatever the previous level was.

Otherwise, it looks like it can be fun and I hope to see more of it!