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(+2)

I played this and read through your comments and I'm just like, WHAT?!? This might be the best game of the whole jam. I leave detailed feedback for every game I play and I include what I liked, what I thought could be improved, and what I found confusing. Literally here's my list

What I liked:

- The menu page rocked. The feel, animations, sfx just made me go, damn, this game I'm about to play is gonna be really solid

- The big attack was SLICK. I love that there's a light and a heavy attack and it was executed so well

- Background art and the comedy in general was soooooo good. The game is so fun and funny!

- The enemy art was so clean. The clown ragdoll in the tutorial was unbelievable. I would love to know what software your artist uses and any tips they might have haha, it looked incredible. Literally reminded me of the clean art style of Hollow Knight which is crazy. 

- The music shredded. I also had all original music and SFX in my game and it took sooooo much work. Kudos to you guys for having so much original content!

- When I died I was like, ugh, I'm gonna have to start all the way back but the checkpoints were very well placed and fair I thought. Maybe could use a little more of them but not a huge issue, you get a good amount of health

- The boss fight?!? That was so well designed and fun. It took me a minute to remember that I can dodge but I went ham on them. 

- When I jumped on one of those floating platforms and it started shaking, I knew that it was gonna fall if I stayed too long. That is great visual feedback for me as the player and I noticed multiple places where I thought "if I hit this, it'll fall" or "don't stand here too long," etc.


What could've been improved:

- My only real complaint is that the controls were a bit tough but I don't even think that's your fault. There was just a lot of them for a mildly fast paced keyboard game. I think if I had a controller, this would've been easy. 


Overall, this game was incredible. Great job you guys! Really excellent work. I vored Jawbreaker Julia, 10/10

(+2)

Thank you very much for the detailed feedback!

If you're curious about the animation and art, it was a combined effort between our artist (@HyperCandyChan) and me. We both played very important roles throughout the development. The drawing tools we used are simply personal preference. What really matters is the animation and motion techniques behind them.

More specifically, our artist created all the sprite artwork and sprite sheets in Clip Studio Paint, building the strong visual foundation. I enhanced the sprite sheets by adding elements like in between frames, squash and stretch, exaggeration, and other animation techniques to make the motion feel more fluid and impactful. I also applied these tricks directly inside Godot using subtle engine based adjustments like rotation and scaling between frames to add bounce and dynamism without redrawing every frame. It is a hybrid approach that blends traditional sprite work with in engine animation.

Most of the animation work is grounded in the 12 Principles of Animation; they are classic and universal techniques that apply to any workflow, especially when working with sprite sheets. It is fairly traditional, but also very flexible since sprite based animation can be imported into nearly any engine without worrying about file type limitations that sometimes come with 3D or bone based animation pipelines.

Thanks again for playing and for the thoughtful review!