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There's no point of picking up power-ups if they don't allow for a higher score in the game. Only two of the power-ups are positioned where it's beneficial to use them - the blue jump-booster that you pick up when approaching the antagonist from the left side of the map and the red speed-booster that you encounter when approaching them from the right side of the map. The pixelated game design is neat and consistent, but the character icons and dialogue boxes don't blend in particularly well with the artstyle of the pixelated characters and scenery. It feels like an attempted marriage between a pixel art platformer and a visual novel, which works out alright but doesn't look as appealing as it would if there weren't any clashing of two distinctive artstyles but instead just one coherent look shared between all pixel art and illustrations.

The level being the same throughout the game kind of makes it's platformer aspect reduntant and a unnecessary repetition of getting back to the same spot four times in order to advance the visual novel aspect of the game after being forced into interacting with the antagonist. Interactions between the antagonist and protagonist (or "non-player character and player character") are limited and pretty one-dimensional. Basically the "Reputation"-score is the only part of the game that is relevant for determining whether one gets the tragic ending or the comedic ending - seemingly a score of at least five being the deciding factor for winning (through chosing the correct final response option).

Lore of the game is extensive for its compact scale, and a feel for the in-game world is established within barely a conversation (really just one-sided monologue followed by a player-picked one-sentence response), so the story writing holds up fine.

Tracks are unique between in-game days, and each is short enough to experience fully without having to drag out a playthrough. None are particularly memorable or immediately recognizable, but they're also unintrusive and do help set a distinguishing mood of the game (despite each day in the game being homogenous).

Perhaps the game's biggest drawback is that there are three yellow discs (or power-ups?) that apparently do nothing and give off no indication of having some common purpose or usage or relevance at pick-up. Another potential issue is the player character's fall speed being too high and ensuing instantaneously. A larger issue would be that the field of view over the surroundings is too narrow for the spot farthest to the right, where one can't easily judge if there's any point attempting to move further right or if one has simply reached the map wall (and its accompanying softlock pit).

The game's a decent one time experience, with low replayability, cool and unique game design, expressive art and dialogue, a fitting soundtrack, and a nice message.