Hi, I’ve played your game and cleared the first three levels.
I have to say, it is indeed very difficult. Each level requires a completely different approach to beat, and the strategies used for earlier levels don't help with the later ones. This meant I didn't get to experience the satisfaction of honing my skills—it felt like starting over every time; the mechanics I’d just learned didn't stick because I didn't have time to master them (I apologize for saying this, but that was genuinely my experience). I ended up giving up completely at the fourth level; the switching speed of that exhaust fan was just too fast, and the techniques I had just learned weren't effective there (assuming I’m remembering correctly that it was the fourth level).
If I were to offer some suggestions,
the first point concerns the controls—specifically, the "kitten jumping onto the mech's head" maneuver feels very clunky. It is far too easy for the kitten to accidentally jump "inside" the mech instead of onto its head; you have to be at just the right distance to land on the head reliably. This is a major time-sink in Level 4: by the time I’ve positioned myself correctly to jump onto the head, the exhaust fan has already started blowing. This was actually the reason I stopped playing. Unless this was an intentional difficulty spike, I strongly suggest redesigning the key bindings—perhaps utilizing nearby keys like Q, E, Z, X, C, or Shift.
Secondly, there is the issue of difficulty progression. While the first three levels felt "just right" for me, the difficulty level seemed unusually high for an opening segment (it makes me dread how hard Level 10 might be if it starts this way). I think the early levels should focus on letting players master the basic mechanics before introducing extra challenges like dogs or time limits.
Finally, regarding level design: if the goal is to teach mechanics, I suggest introducing all the simple actions—including jumping onto the mech's head and ramming doors—in Level 1. Level 2 could then allow players to practice these actions without prompts, while Level 3 introduces added challenges like time limits. Only after that should you introduce more fun elements and complex maneuvers (such as combining two actions into a combo).
However, I have to say that this doesn't look like a game developed over a short period. Don't get me wrong—I'm not trying to criticize you; I'm just curious about the development time. In fact, it’s already at a release-ready standard; it just needs a bit of polishing regarding the numbers and details—that’s all. That’s why I don’t believe it was made quickly. Also, I’m really impressed by your design; honestly, even if it isn't perfect yet, it is already incredibly fun to play.
I hope this helps, and I look forward to the day your game is released!
This is my contest entry:
https://azx7809.itch.io/that-year-i-was-15
I look forward to you playing it and sharing your feedback.