This feels very ambitious and the tutorial is really needed but maybe it would have been more helpful to build a tutorial level for the player that you can play out with info boxes in each step of the gameplay, so the player fully understand the mechanics. Anyway, one of the more creative entries in this jam! Great!
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Mintrust's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Gameplay | #1287 | 2.279 | 2.857 |
| Innovation | #1343 | 2.279 | 2.857 |
| Enjoyment | #1511 | 2.051 | 2.571 |
| Overall | #1584 | 1.975 | 2.476 |
| Audio | #1606 | 1.709 | 2.143 |
| Visuals | #1715 | 1.823 | 2.286 |
| Theme | #1812 | 1.709 | 2.143 |
Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does the game fit the theme?
Main mechanic are emotions and Bindings - the coping mechanism.
Emotions are visible only by its outcomes. You cannot trust them while also wanting precision from them.
Bindings are essential part of mechanic, as by them you interact with the impulse ("your enemies"). They calm you less over time and take more space, and sometimes you need to ditch them and fight them as new impulses
What code and assets did you not make from scratch during the jam (if any)?
Godot engine, fonts, some of 3d models, some of the icons, some of the shaders. Everything else was made during the jam.
How many people worked on the game?1

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