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I had a lot of fun playing!

I tried out the Vs. CPU mode, but a 30-point gap felt a bit too overwhelming, so I ended up quitting midway through. The "first to 10 points" rule also felt a little heavy.

The crow was really tough—I couldn't quite figure out how to counter or stop it! The controls felt pretty good, though; the classic rotate-and-move mechanic worked well.

Having some kind of comeback mechanic to turn the tables might make matches even more exciting. Also, it was a bit hard to tell what the protagonist actually was—I wasn't sure if it was a mouse or something else. Since it's a top-down view, I know representing character designs can be tricky! That said, pumpkin-shooting mechanics are pretty common, and I thought you did a really nice job bringing that concept to life.

If I had to suggest a few areas for improvement:

  • It might help to clarify what the main highlight or core appeal of the game is—whether it's the pumpkin shootouts, dodging attacks, or something else.
  • For example, the dark lighting makes things hard to see, but if you look closely, you can still spot the enemies. Finding the right balance between darkness and visibility, and how much that impacts gameplay balance, could be a great focus area.

Great job on the project!

(+1)

It's meant to play a little longer. The darkness is there to give that fog-of-war feel. Thanks for playing, and for your feedback.