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This is so charming. I had a lot of fun and finished the game. I loved the core mechanics and the colored pencil/crayon looking art. There were some glitchy things and some strange choices that felt like they may have been accidents (being able to charge up the jump and jump from the air felt weird in a "this might be an oversight" kind of way, for example), but very little of that actually ended up getting in the way of the good stuff. The only thing that I felt was a problem was the sound mix. I thought the sfx were charming but having every sound be such a different volume made me turn up my speakers and then get jump-scared by the loud sounds. If you decide to keep working on this game I'd be happy to help you get the audio cleaned up! But yeah, really great job, after opening it and seeing how unpolished it looked I was worried it was going to be bad, but I can assure you it was not.

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Hey, glad that you could finish it, I hope you did see the (REALLY short!) cutscene when you don't hit replay 😅 I didn't have that much time this time around, I started at sunday and lost tuesday, friday and saturday, so the polish wasn't as good as I wanted it to be. The air-jump was one of them, I used apply_impulse for movement and it didn't always worked as expected. Thats why the landing doesn't always work, the linear_velocity isn't always reaching Vector2.ZERO as expected, so I added it to the "do when you have implemented all features" list... which I did 4 minutes before the deadline, so no time for polish 🙈 The sound mix is something we didn't get right the last time and I have no idea why. We always drop the volume because it is super loud at our devices, but aways get feedback it isn't after release. Tips for godot or audacity are appreciated! Thank you for your comprehensive review

Audio is really hard unless you have a great system to check it on. I can usually get mine pretty good because I do audio stuff for work so I just make my games in my studio and can really tell what stuff sounds like even on a really short timeline. If you don't have that luxury you almost have to just send it to some friends to get that "it isn't quite right for xyz reason" feedback before you submit it. My biggest tip for using Audacity is "don't" but I do understand that it's free so that's a HUGE benefit. TBH unless you need custom sounds you may be better off using library sounds and finding a setting to "normalize" them so the source files all play at the same volume, and then controlling the volume in Godot. This isn't flawless, however, because of how humans perceive loudness; Loud dialogue sounds way louder than a loud rumble, for example, because our ears are tuned to focus on sounds similar to the ones we make. It'll get you part of the way there, though! 

Anyway, like I said, great job. I really thought your entry was charming and in the context of a game jam I frankly prefer to see something unpolished like this more than something that looks and sounds amazing because it was created with premade assets. 

Thank you