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I intentionally capped my session at about five to ten minutes so I could cover more jam entries and get useful feedback to more devs. I played on Windows 11 using Chrome, and that opening window still matters because it is where most players judge the controls, presentation, and immediate hook.

The sprites and animations are very cute, probably my favorite part, and the little conversation with Go was funny. The Godot intro was cute the first time, but after restarting several times it started getting annoying fast. I also noticed an automatic setting in the bottom-right corner but could not figure out how to enable it, so that needs a clearer button state or label.

Combat felt janky and possibly buggy. I could not tell whether I had separate long-range and short-range sword attacks or whether the same attack was behaving inconsistently, and the controls never made that distinction clear. The attacks also need more feedback, even a simple swish or impact sound would make them feel much more tactile. The possession hook is fun and the art has real charm, but the combat needs a clearer tutorial and the hook isn’t felt by the gameplay itself, more responsive feedback, and a general cleanup pass.

Thanks for trying my game btw!

What do you mean with "opening window"? Do you mean a literal window/screen at the beginning or overall the first 5-10 minutes? :)

Yeah I see. I have to make the dialog either skippable or maybe even just a one time thing. The automatic can be turned on with "A", but I forget to put a label or something for the player to know. In general I have to make something like a controlsheet or tutorial for the player to look at. Yes the combat throws off a lot of people, so I definetly have to work on that. For the possession not beeing felt during gameplay/battle... maybe it would help to animate the demon acutally visually coming out of her and covering her eyes? Or have another indicator for the inner demon disrupting the player. So people don't get confused whether it is the inner demon from the dialog or the enemy walking around, who is interrupting them.


Thank you for your detailed feedback! :D