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I intentionally limited my session to around five to ten minutes so I could cover more jam entries and give more developers feedback. That first window still matters, especially for judging the hook, onboarding, presentation, controls, and whether I want to continue.

First of all, this made me say ā€œwhat the fuckā€ out loud, in a good way. I understood the nesting-doll theme from the screenshots, but I somehow did not expect to literally enter another character’s head and discover a world inside. That reveal is crazy, immediately understandable once it happens, and genuinely great game design. I am not normally big on platformers, but this idea got my attention anyway.

The folk-art direction, characters, ornate platforms, wallpaper, and old recording all fit the concept really well. The art could still use another cohesiveness and polish pass, and the unusual mechanics need slightly more guided onboarding because moving, entering heads, hanging characters, and wearing their skills is a lot to understand quickly. Still, this has an actual identity and a hook I will remember. I wishlisted it on Steam, good luck with the release and keep pushing forward.

By the way, I agree with ace24713. I’m not a platformer gamer, but the level design could use some work.

If you have two minutes, climb inside the extremely normal spinning-mech world of BEAT BAES and trade me some feedback.

Open the battle-mech nesting doll Ā· Leave notes inside its head

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thank you for useful feedback and kind words :) and you were right about onboarding: after your and ace's notes i rebuilt the first five minutes as a small tutorial that uses the game's own rules, one thing at a time. i still don't like it much, but will fix it day by day.  it's live now

on the art: i'm not an artist at all :) trying to learn as i go
i'll climb into BEAT BAES within two days and leave notes inside its head. thanks for the wishlist!

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Good to hear and don’t worry lol I’m working on my game’s tutorial now and it sucks!