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So this was actually very fun once I figured it out what I was supposed to be doing, but that took like 10 plays just for the first stage. You've got a great game, but I think it needs a more clear explanation of the mechanics/objective.

  • Stage 1: I thought the countdown was how long I had to dodge/survive, and almost stopped playing thinking the game was bugged cuz it kept restarting me every 30 seconds. Once I figured out the 30-sec countdown was air, and the objective was to fully charge my spell, it was smooth sailing.
  • Stage 2: The spell feels outright detrimental. It makes you go faster, I think, but it also makes the obstacles hit way faster with less time to dodge.  I think it'd work better if the spell worked like the star powerup in Mario Kart (temp speed + invincible), but you lost spell charge if you got hit? Or something like that. 
  • Stage 3: Actually no critique here, it was fun. Felt like a Terraria easter egg, which I appreciated. 

To summarize, tons of potential here, just might need some playtesting to help figure out how to present the mechanics more intuitively.

Thanks for the feedback. Making the character invincible in the second level is a really cool idea; I ended up focusing too much on the challenge itself. I'll try to update the game after the voting period, but no promises, haha.