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This game has a very strong identity due to the complete cohesion from visuals to the type of gameplay that compliments it. As far as the gameplay goes, there are good points and some rough patches. The good, I like how it is essentially simon says. Classic gameplay with your own visual flair and some unique additions in terms of card modifiers. Some of the areas that could be worked on would be the actual gameplay controls/inputs along with player feedback. As an example, for the lever, the player has to hold it, there is the small visual and some sound feedback, but there is no punchy indicator to tell the player to let go. Which if the player holds the button into the next prompt, they get health removed. Also wording/phrasing made understanding some of the prompts difficult. Like "Hold" Does that mean hold off from touching anything, or hold that button down? ect.. Also the control scheme felt like it was all over the keyboard. Which was a bit uncomfortable to play the game. This feels like a gamepad control system would have benefited greatly and possibly some button remapping  options for the controls.
So overall, solid entry. The art was very well done.  The overall package was strong. And for future games, think about friction for the user. In this case the controls and the gameplay were both a bit more unique so that is a lot to ask of your player to learn both at the same time. 

(+1)

WOAH thanks for the detailed feedback (and the streaming)!! yeah I agree with the lever thing definitely I don’t know why we didn’t do that.. ADDED TO THE POST JAM LIST alongside all the cues improvement stuff! Wording wise I completely agree, I did NOT expect this wording to end up as the final one but it must have slipped our mind last minute, also will be fixed (: keybinds already planned sorry about that THANKS FOR THE ADVICE AND FOR PLAYING!! hope you enjoyed your timee~