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The submission period of this jam has not ended yet. Rating opens 2026-12-01 12:15:10.
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The submission period of this jam has not ended yet. Rating opens 2026-12-01 12:15:10.
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Hi etaranta!
I played your game for a bit — I don't have a mouse, so did a handicapped touchpad run 😅 So feedback would be a bit different from your regular player.
The game feels fantastic, and I didn't understand at first how much I missed gesture-based input in games. Using it in such a shooter is super fun, and for me gestures were readable and easy to execute. This may be because of a touchpad, since I struggled with aiming instead.
On the Retina screen text and visuals look a bit blurry, not sure if game accounts for high DPI screens, or I just didn't turn on some setting.
And because of the touchpad, I got killed in the second large room, after getting a pistol and teleporting a few times up-right. I respawned in the original room, but weren't able to teleport back to the room I died, and there were no other signs from a game telling how to proceed at that stage. So I stopped there and decided to write you these findings.
I think I will find my mouse, and play a bit more from the start — the game feels right up in my alley!
Cheers!
The moment I first realized that drawing a "V" lets you teleport, I literally said "THAT'S SO COOL!" out loud.
I think there was some additional explanation about the mechanics or story at the bottom of the screen after that, but I didn't even read it. I was too busy teleporting between different rooms and just enjoying the experience! I also absolutely loved the way the word "no" appears on the screen. It's such a small detail, but it's incredibly satisfying aesthetically.
One thing that confused me was the pistol mechanic. When I had to create a gun, the gun that appeared looked very similar to the symbol I was supposed to draw. So I kept trying to draw it again and again, thinking I was doing something wrong. Eventually, I accidentally discovered that I needed to step on it instead.
Another confusing moment was when the fish symbol killed an enemy in one room but didn't work against the enemy with a gun. Later, I noticed that different enemies require different symbols, but apparently not all enemies follow this rule? That felt a bit inconsistent and confusing.
Also, some symbols were quite difficult to reproduce without stopping and really concentrating on drawing them correctly. This sometimes broke the flow of the game.
I eventually stopped playing after dying three times in the parking lot level. I couldn't quite figure out who was friendly and who was an enemy there. At some point, I got the impression that the characters who were supposed to be my allies were actually killing me.
Overall, I really enjoyed the game. The drawing and teleportation mechanics are fantastic. There were some confusing moments and a few things that interrupted the flow, but the core concept is so cool that I genuinely had a great time experimenting with it.
I think if you ever decide to make another game with this mechanic, it could work really well as an adventure game where you explore different locations and use this "magic" to solve puzzles, move objects around, activate mechanisms, and interact with the environment.
I vaguely remember something similar in the Harry Potter games from the early 2000s.
I feel like this mechanic also has so much potential beyond combat.
Really impressed me conceptually. I'm not used to combining shooters with drawing speed. And it was fun! And the music did pump things up at just the right moment.
My main question is about interface. For the drawing, I kinda wish I was playing on a touch interface. I don't like the mouse for a drawing implement. But even to navigate at all, I was using WASD, mouse for perspective, mouse click for shoot, and mouse draw for special powers. It got a bit confusing to (for example) use the same control for perspective changing and drawing. And I see no reason I couldn't have used, say, space bar or X for shooting. I suspect perspective shifting will matter more later, but in the limited amount I played, I didn't really need it. I'd have rather had it auto-zoom on the character and shift perspective as he moves.
Overall, I had a ton of fun in a short period of time. Just as you don't play puzzle games, I don't really play shooters, but I respect what you did, and would play more. Might still. :)
Leaving you a five star review as well.
Thank you! I really appreciate you taking the time to provide this feedback. I hope to port the game to something with a touch interface in the future. Indeed, it's a more natural way to draw.
> mouse for perspective
Just to make sure I understand correctly, are you referring to how the camera follows the cursor, or how you draw a V to teleport to a new position? If the former, I've been thinking about making the camera behavior an option: follow the player only, or follow the cursor. The current approach has the advantage of letting you see further ahead, but I could also accomplish the same thing by pulling the camera back.
Either way, your point about having so many different actions tied to the mouse is a good one. I'll experiment with the controls and see if I can make things feel more intuitive.
Thanks again! This is exactly the kind of feedback I'm hoping to get from playtesting.
I think you understood the core of the feedback very well: the mouse has more than one utility and they can be at odds with each other. If the mouse were primarily for drawing sigils, and had no other utility, it would be cleaner. You would have to make your own choices about how to achieve the other functions.
All feedback is welcome, even if you only played for a minute or two!
If something confused you, didn't work, or made you stop playing, even a single sentence about what happened would be incredibly helpful.
There's no need to finish the demo to leave feedback. Thanks!