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Wow, thank you for such a detailed and thoughtful review!
This is exactly the kind of feedback that helps a game grow, and I read every line πŸ™

Your story theory made my day πŸ˜„πŸ˜‚πŸ˜‚πŸ˜‚πŸ˜‚πŸ˜‚πŸ˜‚
 Actually the hen and rooster are the main course at the Goblin King’s Halloween feast. When the lid comes off, the rooster realises β€œWE’RE the food?!”, jumps on the hen’s head, and they make a run for it. I honestly like your version moreπŸ˜‚πŸ˜‚πŸ˜‚πŸ˜‚πŸ˜‚, it’s very cartoon-worthy!
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Now for the deep cool notes! some of your points line up with what I’m already looking at:

  • More checkpoints / lives in Easy mode: You’re right about the pits under the hooks and bats, and losing 30 seconds for one missed timing hurts. I’ll test adding more checkpoints before the tricky sections.
  • Mouse controls: Great suggestion, and I agree it fits a reaction game. It’s on my list for after the jam, together with touch controls for mobile.
  • Ground graphics: Thanks for pointing this out. I’ll look at making it lighter and easier to read.

The hidden trap reveal idea is brilliant. Turning deaths into something new and funny to discover, instead of just a punishment, is a really smart way to keep players retrying. More uses for the interact button (gates, gadgets, parachutes) is another idea I’ll keep in mind.

Being compared to Zombie Tsunami and Jetpack Joyride, and hearing you think it could launch on mobile, means a lot. That’s really encouraging for where I want to take it next.

Thanks again for taking the time to play and write all of this! πŸ”