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(1 edit)

I liked the music.

There's some scaling issue when going fullscreen, it doesn't resize.  Rotating the player isn't clear, do you rotate when hitting a wall?  Enemies don't have a rotation limitation, so it's a player's disadvantage?

Some textures are still prototypes.  Just find some wall assets.  Some z-fighting with the grass, which shouldn't be specular.  The player mesh looking simpler and worse than the enemies isn't ideal.

Do the enemies path find to the player, because it seems that they get stuck often.

Are you also leaving sound effects until the very end?

(+1)

Thanks for your feedback. The player rotation is a bug, and I don't know how to fix it. For the walls, I wanted them be prototypes, as the colors of them are what matters. And the player mesh...I didn't really have time to find a good texture and fit with the color scheme I was going for. Enemies path finding is also another bug, Sound effects are selected actually from the very start. Again, thank you for your feedback!!

Ok, still waiting on your feedback for my game...

(+1)

In terms of rage, I felt a lot of it. Of course a freaking door falls on me out of nowhere. It certainly lives up to the name there. The unpredictability of the dangers is great, in no way would I have thought a column that falls would shoot freaking arrows at me. The music felt knight-y and on-brand with the game (and given its repetitiveness, would add more to the frustrations, which is great). The cartoonish art is pretty good and is detailed. And I would say using a cartoonish artstyle would certainly amplify the rage because it's presenting the game as innocent, like it's passively saying that it's not evil, but then would absolutely bomb the player from a innocuous barrel. Overall, really great work for 7 days.