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Genuinely a smile to play. :)

Some highlights for me are the care and intent into servicing the theme and tone of the game. Between the snazzy choice of asset soundtrack, and Oscar's absolute carefree dab, I never felt frustrated retrying a level again and again.

And boy did I. This is the anti-atray game. The Antitray. My short-term memory is just such a common joke. The levels really started to get cruel at the end, but I was quick to notice some of your strategies.

I might have liked to see the countdown more. I think that was a missed opportunity. Before the countdown fires, I don't have any inputs, any information or anything to think about. Which makes it a hair meaningless if the countdown even existed or not.

At first I was wondering why you'd have the hazards light up in a memory game like this, but then I found it - they're landmarks! It's less about memorizing every time on the grid as more using your limited countdown to build a navigable landscape of landmarks and features. The mix between the barrels and sparks felt really nicely tuned, as if I wasn't the first victim you'd tested this on. :) I lost twelve Oscars on the way through this adventure, but each one did his duty dancing. I would love to see how you'd add more obstacles. <3