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(+1)

Finally got around to playing this one, and my first impression after a few minutes is that quite a lot was left on the cutting room floor. What's here is very solid - everything is satisfying from the movement to the booster to the combo scoring for when you take down multiple not!asteroids at once, but it left me wondering if that's it. Without any in-game narrative to contextualise it or progression systems to evolve the gameplay over time, this is just an endless score attack game, and it's too easy & without any noticeable challenge ramp-up to work as that sort of game. Even something as simple as making it a finite number of minute-long waves that have a few more blobs each wave would have been enough structure to really elevate this, as well as giving it a clear end goal.

For your first game (at least according to itch), and solo to boot, this is honestly excellent. The mobile border is *chefs kiss*, and the gameplay is genuinely fun, but it's missing all of that connective tissue and variation that turns a gameplay element into a gameplay loop.

(+1)

Thank you for taking the time to give my game a critical analysis. Playing games from this jam (including yours) has given me ideas how to approach gameplay progression and variety, while staying within the scope limitations of a game jam, and still have enough time for presentation and polish.

This was the first jam game I managed to cross the finish line with. I've attempted and failed previously due to scope mismanagement. Well, there was still scope mismanagement this time, but I decided I had to submit whatever I had at the end, no matter what. And having stuck to the plan, even having had to cut so much, it's dispelled the apprehension that's kept my itch page empty for so long.

Anyway, I'm thankful for both the constructive criticism and also to hear about the parts you enjoyed. This jam has left me quite inspired and capable. Looking forward to seeing what you'll cook up in the future too!