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Thank you so much for the very detailed feedback! I have a couple of follow-up questions, if you don't mind:

  • How did the enemy's confusion skills feel? Did the visual cues make sense after you realize about the input swaps? Did it feel interesting or unpleasant to deal with?
  • How did you feel about the carrot hiding? Unpleasant to deal with?
  • Does your point 5 refer to at the top of the screen if some gloops occupy the middle of the top row?
  • For point 6, if the automatic fall rate of piece (without player input) is lowered a lot, or zeroed, do you feel the mental load would be somewhat lifted and you have more room to consider more of the provided info?
(+1)
  1. The enemy's confusion skills weres interesting. It was just the right amount of unpleasant. The visual cues were really clear, I got it instant.
  2. The carrot hiding was not a big concern in my playthrough. I do remember not attacking and setting up instead when he was hiding so I would say it worked as intended. The carrot also went back down to 2 armor which made the attacks easy to land when he was not hiding. At that point in the game getting a score of 2 felt way easier than the 3 on the bat.
  3. Yes at the top of the screen. Although it was really only ever a problem if my board got bricked with blocks not falling.
  4. If it was zero out then yes it would give the player all the time to think about their next move but it would undermine a lot of the other mechanics of the game currently. For example, the enemy confusion skills would no longer be impactful.