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(+1)

Hello! I've checked your itch and realized this might be your first game? If that's the case, congrats!! There's tons of good stuff here, the "bomberman"-esque loop is a solid base to work around and I could see your game developping in lots of differents area / mechanics with this.

If I had to give a suggestion, the main point of friction I felt was around the way you handle the progression with the upgrades, you might've encountered a "cursed" design problem: When you offer players a "pick your poison" choice to tailor their difficulty, even tho its a choice and it's engaging, it's still a loop of anti-reward in a way. There's tons of games that increment difficulty overtime and rounds, but usually they don't ask the player to make a choice about it, it feels kinda sadistic in a way? Maybe that's the kinda vibe you were going for but from a player's standpoint, in the longrun, it might feel tiring to always feel "punished" for playing longer.


Maybe a good way to workaround this would be to go towards a "push your luck philosophy"? where you offer modifiers that can act both as upgrades or malus based on either luck, the player's skill or timing. That way the selection can still make it more difficult but you present it like a reward.


Anyway, great job again !

(+1)

Hello!! We do plan on expanding this into a real game after a proper recode since the code itself is a mess, but to reply to you for a moment...

The main gameplay loop was going to be that you could gain more money through curses, and then you could use the money to spend on upgrades, to get more money and survive longer to get closer to the objective ... though as you've seen we ran out of time. Honestly? A lot is planned and so post-game jam I've already begun working on a new version of the game.. It's been a fun first game!

I do like the observation and I thank you for sharing your thoughts, I will look into this and see if some good ideas spark out of it ^^