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AstralStew

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A member registered Feb 13, 2026 · View creator page →

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Cheers! Super glad to hear the tutorialisation landed for you- it's an area I've really struggled with in previous jams so that's really encouraging. Thanks for playing! :)

So glad to hear you liked it even though it's not usually your genre! Thanks for trying it out, really appreciate it ^-^

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Simply amazing work here mate, great job! :D

Things I loved:

  • Building an entire RPG with combat, inventory, narrative, different levels, quests, even cutscenes(!?!) is extremely impressive, doubly so in 7 days, TRIPLY so that they all work well and are engaging in their own right! Very very impressive :O
  • The interpretation of the theme is very inspired. Y'know I don't think I've ever played an RPG with a time-sensitive level destruction mechanic before. It's actually a really great combo!
  • Narrative + questline is compelling, I haven't got time to complete it atm but have kept the tab open for another day because I want to follow up on it ^-^

Things I'd love to see:

  • A title screen, anything to onboard the player into the game would be grouse
  • Actually it was a bit of a cold open tbh, I wasn't sure where I was or what I was doing. I died outside once or twice and might have stopped there, but happened to go into the cave and was very glad I did. I think it'd massively benefit from either having an introductory cutscene happen before the cave, a simple tutorial window with a brief explanation before you get started, or even just a text dump with a bit of lore
  • Art for the warhammer ;D

Thank you so much! Definitely feeling like I'll bring back floating strings as a dialogue mechanic in future games, I really like the vibe of different thoughts flowing through your head :D

Ahhh thanks so much ^-^ Glad you liked it!

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Wow, what an absolute joy to play! :D

Things I loved:

  • Really good incremental loop, well-balanced, perfect for the length!
  • Fantastic art + sound design, especially impressive for a solo dev! The growing sword was seamless and all the assets felt very cohesive
  • So damn wholesome, smiling ear-to-ear the entire time ^-^
  • Performance was silky smooth

Things I'd love to see:

  • The cost of the plots seemed a little out of whack with the rest of the economy - I feel like the berries / roses could've been more expensive to unlock! I had enough to unlock them all almost immediately which then made going around to grab them not as satisfying as I feel like it could've been
  • I think the upgrade menu could be recooked a little - the UI looks great and the zoom-in is good, but as you upgrade so often it was kinda odd having to constantly open it to see if I had enough to get something, if that makes sense?
  • Oh also had some weird white lines pop up every now and then on the background (almost like a broken TV screen? not sure)

Might be my fave of the jam, great work mate :)

This was really fun, great job mate!

Things I loved:

  • Really addictive roguelike loop, ended up playing for half an hour! :D
  • The shooting was hella fun, I liked the tactical crunchiness of lining up shots and managing your overheat while trying to figure out which clusters were most worth going for
  • Very comprehensive upgrade system with a lot of stats + strategies to consider
  • Really nice transitions + banging soundtrack 8)

Things I'd love to see:

  • An explainer on the stats somewhere would be good, I was stacking Luck out of a roguelike habit but wasn't actually sure what it was applying to! :P
  • I could buy both nuke + freeze but only one would actually apply to the run, so it'd be good to either make it possible to queue them one after the other OR just disable the other shop option if you've already bought one type so you don't waste money on it
  • Sound fx for the UI selection in the menu might be nice

Oh also, did have a weird bug where my Heat progress bar flipped to the left side (outside the border!) after 10 or so runs, which then made it a little hard to progress as I couldn't tell when I would run out, but hey such is jam games and overall great work ^-^

This was very slick, like a demo for a full game! I really liked it, especially as like an uno reverse of my entry ^-^" hehe

Things I loved:

  • You nailed the sombre, noir-esque vibe of a detective investigation very well!
  • The non-linear aspect was fresh, I liked having to go back in with a different order to piece things together in another way
  • The time mechanic was interest - there was def something compelling about choosing what to investigate based on how long I thought it would take that I haven't really seen before in the genre, great stuff
  • The overall level of detail was really nice, very polished for a 7-day jam! Congrats :D

Things I'd love to see:

  • It'd be good to be able to restart the game from within a run after completing the investigation, so that you could track if you've gotten all 14 clues after reversing time.  It'd just be nice to track if I got everything, I think I did but I'm not sure and there's currently no way to tell
  • Skipping the dialogue by clicking was very nice, but there is a slight delay at the start that became annoying by the third loop. Found myself spam clicking every screen I'd seen before, which detracted a bit from the slow burn vibe IMO
  • Also a really basic Shift to run that only unlocks itself after the first loop would be great!
  • What's behind the door! ;)

Ayy nice work here mate, fun loop that took a few tries! I had a blast (eh, eh?) 

Things I loved:

  • Toight controls, satisfying to have to tap ever so lightly in part to dodge incoming debris haha
  • Great use of art to sell the distance + refreshingly smooth movement for a browser game!
  • Good sense of difficulty for the length - it was certainly bloody hard to dodge but without being too punishing vis-a-vis amount of fuel vs distance to the bottom, very well-balanced
  • Great choice of music!
  • Extremely prescient / relatable intro scrawl :P

Things I'd love to see:

  • Having the player character just a little higher on the screen IMO
  • Maybe 1-2 consistent bigger debris to dodge, e.g. a chonky satellite taking up near-half of the screen at a certain point so you have to remember to veer to one edge, would add some nice key points + sense of progression through the level
  • I reckon the rocket boost audio having a short fade at the start/end would be good (or increase it if its already there), the hard toggle felt a bit jarring after a couple of runs
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This was great! Nice loop that took a few tries to crack :)

Things I loved: 

  • The push + pull of timers was compelling, the growing gave me Terra Nil sorta vibes but then having an almost tower defence angle to it with the venus seeds, very nice
  • Love the artwork, the venus mantraps were particularly good
  • Great use of minimalist audio to sell the vibe, the growing sound combined with the growth stages <3

Things I'd love to see:

  • I reckon one more seed type for 3 total would be nice - maybe a slightly larger map and then having a grass seed that makes up the bulk of the grass spread
  • An escalation in the enemy would also be sick, either a stronger type of enemy or some bigger wave(s) you have to prepare for?
  • Personally would like a score based on time taken to complete, but this might detract from the vibe for some people

Overall great work m8 :)

I really liked this one, great premise + very impressive for your first game too! :O

Things I loved:

  • Hot Potato + Musical Chairs are 2 great tastes that taste great together! Really inspired gameplay combo :D
  • Control scheme was surprisingly simple, very easy to pick up with little friction after the first round
  • Really great art + general aesthetic vibe :)
  • Having the Pro difficulty was a good choice, I liked that final challenge once I had the hang of the core loop

Things I'd love to see:

  • Some more audio cues would be nice, the music works well but I think some sfx feedback to know when you're holding the potato + when its about to burn out would really help make it feel more responsive
  • UI is a little bit noisy, I think the bottom right + bottom left gfx are a bit redundant (especially if you had sfx audio cues for the potato)
  • Tutorial gfx were very helpful, but it would've been nice to have it either communicated at the start of the first round, or broken into multiple explainer screens that logically follow each other, rather than 1 giant diagram
  • Multiplayer version ;D

As a fellow sufferer, this was a very cathartic experience! XD

Things I loved:

  • Different weapons all felt useful and rewarding to power up to, great job there
  • Loved the art vibe, its giving 2000s Newgrounds / miniclips in a great way
  • Great length, short + sweet (or spicy?) morsel with no wasted fat around the edges! :P
  • Options dialogue got a hearty chuckle outta me

Things I'd love to see:

  • Big 1-shot weapon could be a liiiittle more powerful, I avoided it over the shotgun blast after a while
  • Could add old arcade-cab-esque "levels" by just speeding up the food output slightly each round, or have it run infinitely and your score is how long you last (maybe with "wipe all at the floor" tetris weapon once at total powerup)

Overall great stuff, cheers!

Nice interpretation of the theme, and great fun to boot :)

Things I loved:

  • Tight controls, the helicopter was just finnicky enough to be engaging without being annoying! I especially like the acceleration difference between rising/falling and lateral movement, it felt right
  • Solid loop, challenging + rewarding to fight the fires while also dodging + not killing people
  • Really appreciate the different music tracks! Such a nice detail
  • Showing my age here, but it has similar controls to a Neopets mini-game I spent hours on as a kid called Kreludan Mining Corp so the nostalgia was also nice in my case ;P

Thing I'd love to see:

  • A bit more tutorialisation in-game would be useful imo, I didn't really get how to pick people for the first few runs so even just some hovering text explaining what to do would be grouse
  • I also think having the people move back and forth in their starting area would be more compelling, as about half the people congregated back to the helipad near the start once I put out the interceding fires, and while that made it nice + easy, it was also a little lacklustre way to end each run
  • Personally I think crashing should be an instant loss, especially with people on board! But that could def just be me haha
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Great to see a visual novel in the jam! Good job team :)

Things I loved:

  • Compelling narrative, with well-executed story beats
  • Audio cues + art changes sold the scene shifts well
  • Key art was very lovely and sold the vibe
  • Mouse particle was a nice touch ;3

Things I loved to see:

  • I think a few bespoke font choices would do wonders here, e.g. italics for distinguishing thoughts / narration, different colours for different characters, etc
  • A bit of interactivity wouldn't go astray, choosing the name was great but maybe a few dialogue options (even if they don't matter) would place the player in the shoes of the protag a bit more
  • I reckon a key art of the bracelet would go hard, especially for the ending <3
  • EDIT: Oh I did have a bug to report too - had the Youtube channel one repeat itself a few prompts later, I assume replacing one of the other ones!

Such a fun + refreshingly simple mechanic + loop! 

Things I loved:

  • Short + sweet! Stuck to the theme but didn't overstay it's welcome, great stuff
  • Really nice palette + ui combo that allowed the red + blue prompts to pop
  • Great use of audio! Both the sfx cues and the music

Things I'd love to see:

  • A few more levels, the length was great but I'd love more :)
  • Maybe some rising temperature levels, which then opens up also mixes of the two for more variation
  • Different liquids that have consistent warm/cool speeds would also be rad

Thanks so much, glad you liked it! So sorry you got softlocked though, I'll have a look into that... hoping its not too common as I actually liked the last art piece after that level T_T

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Thanks so much for playing and the feedback! One of our pillars was to make the game as accessible as possible, i.e. wholly playable with one hand + on touch devices as well as PC, so the feedback on trackpad is very much appreciated!

We are just wrapping up a final update, one feature of which binds 1+2+3 as an optional way to hold out the tools while using the mouse to move, as well as being able to more reliably hold down the mouse button to continuously move while using tools, so I'd love to hear if/how much that helps with trackpad!

I'm also rebalancing the item pickups as we speak so I will revisit the Jade Ring now :) Thanks again m8

This is a fantastic entry, well done team! ^-^

Things I loved:

  • Really inspired use of the limitation!
  • Having 2 dimensions for the player to come at the puzzle is really crunchy and satisfying
  • The artwork, fonts, theme etc are all very polished, it felt like I was playing a released product!
  • Big props on the transition screen, I love that effect
  • Difficulty curve was very balanced - felt both challenging and a logical progression

Things I'd love to see:

  • Maybe a phone app "star rating" style scoring system would work well here - like a par number of swaps, or having a Submit button that lets you check if you got it right and you lose a star if you missed something, etc
  • The length was perfect but I'd still love to see more levels! :D
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Thanks so much for playing! Yep big agree on the tutorial, we always leave it for last and run out of time before the jam ends! =_=" 

We've spent some time post-jam adding instructions for each tool as well as clearer visuals/audio for the detection pings, but I think we do also need some formalised onboarding rather than the cold open it currently has. Really appreciate the feedback! ^-^

Great work mate! I feel like we hit similar beats and I really like where you went with it ^-^

Things I loved:

  • Really great interpretation of the "lie" limitation (good ending gang lets gooo)
  • The digging mechanic is fun, it's got a fishing game kinda flavour that works well and I enjoyed trying to work out what the item was as I was digging it up :)
  • Great variety of items! The use of art was simple + effective

Things I'd love to see:

  • Clicking to skip forward text would be a welcome addition I reckon
  • I think a bespoke font could reinforce the flavour quite a bit!
  • Maybe giving up on an item could be good, once I worked out what scrap metal looked like it woulda be nice to be able to give up on digging it up

Hahaha, yep we feel ya ;P They didn't get as fleshed out as we'd have liked - they were supposed to be annoying, but not THAT annoying! We will be rolling out a post-jam update and we are working to get Alotl more closely resembling what we envisioned, including -

  • Responses based on events (e.g. first time selling junk, first time picking up ancient coin, etc) rather than random timer
  • Alotl loses connection + goes offline if you move beyond the middle portion of the map
  • Ask Question button gives actionable wrong advice only (e.g. "just buy 1 tool", "stay near boardwalk", etc)

If you have any other issues or changes you'd especially like to see please let us know! ^-^

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Thanks so much for playing :D We are definitely going to be increasing the amount of collectables that generate as a lot of commenters are saying they found it hard to find stuff!

We were trying to make it easy to play on phones + tablets, which why both moving and the tools use clicking + dragging. The idea was that the player picks a place to go, and then they are using the tools while they move there. However, I agree that it becomes tedious, especially with the magnifying glass + binoculars AND ironically enough, doubly so on phones + tablets, lol. 

In your opinion - how would you feel if we changed it to tapping a direction to move in, rather than tapping an exact position? E.g. You tap a direction around your character, and you'll continuously move in that direction forever (or until you hit something, etc). That way we could keep the move-and-use-tools loop but stop the constant tapping to change position. 

Thanks so much for playing :) We're definitely gonna release at least one more update to cap it off! You're not the only one who had issues finding enough to get started, so we're going to be increasing the amount of collectables and re-evaluating the costs of everything to help out. Thanks for the feedback ^-^

Thanks for playing, we really appreciate it! ^-^ We've had a few people now comment that finding things is a little hard, so we're definitely going to be increasing collectables. We tried to avoid starting the player with tools as we wanted it to be more of a choice than an upgrade path, but now we out of jam haze it's clear that the ascending costs for each tool screw around with that rationale a bit. We might revisit starting the player with tools, or we might lower + standardise the costs across the board. Thanks for the feedback!

Thanks mate, glad you liked it ^-^

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A sombre but beautiful little experience, thanks mate

Things I loved:

  • Touching story with a bittersweet feeling, surprising for the jam (in a good way)
  • Great use of minimalist artstyle to tell a compelling narrative
  • Similarly, clever use of minimal audio to create tension in moments where it breaks
  • The limitation coming through in wrong directions and unexpected turns reinforced the emotional core of the narrative

Things I'd love to see:

  • I'd love for it to go a little longer, but seeing as this took you 4 hours (which is really impressive!) take that with a grain of salt
  • Again putting the limited dev time aside, some onboarding to bookend the entire thing (even just a simple menu + epilogue to leave it) could elevate the experience further imo
  • How the uncle would have reacted had we been able to come back and confront!

Thanks, really appreciate it! Yep absolutely agree, now that we're out of the jam haze it's clear we didn't onboard the tools clearly enough. I'm rewriting the description to take on the feedback, and then post-jam we can hopefully implement some tutorialisation before signing it off. Thanks for playing! :D

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Very enjoyable experience, thanks for hosting! :D

Things I loved:

  • Extremely good premise XD
  • The networking worked great! Better than at least half of the indie steam multiplayer games I've bought, and it was running in web player!
  • The art is fantastic, again near-release indie game quality (especially that skybox :O)

Things I'd love to see:

  • Not sure if the fish have different "stats" but if not that'd be cool, if so maybe a bit more obvious
  • Idk it's pretty solid, you could flesh this out and give everything a one-pass and it'd be a great lan party game :D

Ahh yep good shout, a tutorial area showing what the shimmer looks like is a great idea! Were you using the magnifying glass at all? I'm just realising we didn't explicitly state you need one of the other tools to see the dots! I'll add that to description now. But yeah in any case, having a small area where its taught what to look for sounds like a great post-jam addition. Thanks for checking it out and the feedback! :D

Fun demo and extremely impressive for 2 days work! :O

Things I loved:

  • Gorgeous art style, really vibin the whole time!
  • Nice use of the limitation, definitely had to rewire my brain the first few runs haha
  • Very smooth for a 3D physics game running in browser
  • Love the kinetic skateboard drop on the intro, small detail but it stuck with me :)

Things I'd love to see:

  • Removing the audio play on game over or play it from a global script - combined with audio play on restart it really stops and starts the mood in a jarring way, without that I feel like I'd just be zoning out in a good way
  • Obviously nitpicking for a 2-dayer but the cars would sometimes pile up in ways that stopped a run, would be nice to have it check for total obstruction and turn back on some of the motors to give more opportunity for it to clear out

Overall great stuff mate :)

Great little sokoban mate!

Things I loved:

  • Really unique perspective for a sokoban, great idea for a twist on the genre
  • I really liked the art style, its real crunchy looking! :D
  • Cozy humorous writing, but without it being too distracting from the puzzle aspect

Things I'd love to see:

  • A few more levels! I reckon it could work even with no new elements, e.g. scaling to a few more gulls in the same space a few more times
  • Choosing other trash losing you the game with the reason given as the game over prompt imo, again itching for more levels I guess. I just think it's neat and want more :)
  • Oh also did have a bug on restart > the music stopped, and when I lost that game it showed a second copy of the game over screen. Didn't happen again when I refreshed the page though!

Haha yeah this was great, well done mate :)

Things I loved:

  • Really kinetic loop, got the idea quickly and had a blast keeping an eye out for the details
  • Good diverse set of things to look out for, just enough variations of evil traits to keep me on my toes!
  • The ending got me good, idek if it's what was intended but it got hella ominous on me and then the pay off was perfect :P

Things I'd love to see:

  • A bit more obvious tell when the round was lost, I didn't realise the first 2 times until I noticed the customer number had reset
  • I was honestly hoping for a round 2I Definitely would've stuck around for a few more rounds, but I suppose that's testament to a great short experience ^-^

This was a neat and wholesome experience ^-^ Well done PurpleGuy + Sola!

Things I loved:

  • The artstyle(s) were really endearing and well executed, great use of the 2D/3D split! :D
  • Loved the writing + characterisations, every character felt like they had their own voice + a distinct personality which is especially impressive given there wasn't much audio! The humour hit very well for me, especially the protag being like "come on dude play the game" XD great stuff 
  • Impressive amount of dialogue and particularly keeping the logic flow even when the order was broken, e.g. I tried to leave without speaking to the beach guy, e.g. I went back into the 7/11 by accident and left again and it just picked back up perfectly, well done
  • Pride month let's goooooooo!

Things I'd love to see:

  • It might have broken the diegesis a little, but some visual/audio hint of where the last enemy/stick would've been good, in both cases I had one left and had to sorta scan the entire level to find where I'd missed
  • Different song for each level would've also been nice, it's a bop but did get a little repetitive at game's end (not that I can talk >.>)
  • Apples without cinnamon, like yea it's great but come on EVERY time? 10/10 could not agree more :P

Unfortunately couldn't really play much of this as there were some critical bugs :(   I liked the vibes you had going too, try to stick with it after the jam and work out what went wrong. Here's a list of bugs I encountered:

  • Clicking the logs didn't do anything
  • Clicking the water brought up the start of the water game, but it seems the colliders for the sand game were still active, as once as I clicked on the water it switched to the sand game
  • The sand game had the most success, I was able to play a round of it (kinda like minefield if I understand), however the bomb only appeared the first time and after that it simply repeated everytime I clicked one of the sands

I'd be happy to try it out again once you get it to a playable state :)  Great job going in for the jam mate!

Wow, this is fantastic work! :D

Things I loved:

  • Use of the limitation is soo inspired, such a fun + challenging experience!
  • Aesthetic vibe is 100, super polished execution! You went waaay harder on the graphics than you needed to (its black screen most of the time!!) and it is so appreciated
  • The helpers like bars for facing/angle + the scaling name UIs were a great addition, felt about as close to playing a similar game IRL as you can get I reckon :)

Things I'd love to see:

  • Some guidance on that first round would be good, wasn't sure exactly what to do as I hadn't realised I could move! Just some white text on screen like "use WASD to move around the field and listen closely!" would be grouse
  • As great as the fewer number of audio lines was for distinguishing vocal differences,  it'd be nice to have a few more lines to keep things fresh! 
  • Personally I'd love to be able to skip to the 3rd level, as the first 2 are pretty rote once you've played a couple of rounds and I found myself getting impatient to get back to the "good stuff" :P

Nice short engaging loop you got here! Congrats mate :D

Things I loved:

  • A pretty unique fishing mechanics, which is saying something given how saturated the genre is!
  • Randomising the length + speed (+ ease?) was a great way to keep it fresh for the duration
  • Aesthetics were well done, nice use of simple art + perspective to sell the look
  • Interpretation of the lying theme was great XD 

Things I'd love to see:

  • A line renderer from the boat to the current fish - pretty rote but I think it would reinforce the perspective really well
  • Some simple audio would do wonders here, even just a 5 min first page result from freesounds.org or w/e and some slapdash music would immediately elevate it imo
  • I think bookending both the levels as well as the game itself would be nice. E.g. An end screen once all upgrades hit + ~$2500 in the bank. 
  • Given the framing of fishing saving fish in the endangered area, a time limit before the authorities neer-do-wells, or some similar restriction would go hard imo, especially on the 2nd/3rd levels

This is really well done! Really love the concept and execution :)

Things I loved:

  • Great use of basic elements to make a complex puzzle, it was easy at first but a nice challenge to keep it all in my head as time went, which made pouring over the recipe book against the timer really engaging
  • Fantastic artwork + colours! Really top notch
  • Cat is a great touch :3

Things I'd love to see:

  • A bit tighter collider on the bin, got a bit frustrating when it would drop right next to it a couple of times in a row
  • Controls were fun once you got the hang of it but are a bit confusing at first, be nice to have them in the game somewhere! Having the basic 4 keys listed somewhere in the top/corners would be great 
  • Another UI pass for the mouse, e.g. you can't close the recipe book except with B (as far as I could tell) which meant I had to restart a few times at the beginning until I learnt the hotkeys.

Wow thanks so much ^-^ Glad you liked it! Also big same - dunking Alotl into the ocean was gonna be our final screen if we managed to get there,  and that feeling only increased the longer we worked on it haha

Oh also a few questions -

  • What are the red + blue star like reticles that zoom past occasionally? They kind of look like Laser Bursts but don't seem to be tracking bullets unless I'm missing something? I thought the blue one was showing my ship orientation or bullet trajectories, but it doesn't seem to line up with either.
  • What is the Stage 1 progress bar in the top right tracking? Is there a time limit, or is it a Par to finish sorta deal? I played one round for quite a long time (maybe 25 minutes?) and it still seemed like only ~1/8 the way through
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Really great update team! 

  • The radar works great, massive improvement, no notes ^-^
  • Same for barrel rolls, love it! 
  • Beam Pyramids are annoying as hell... in a good way! Could see them having a spool-up period before they start beaming (or increase it if there is one) with a very obvious tell, there were a few points where 2 showed up right in front of me and immediately started blastin which felt a very slightly "unfair" but more importantly just a bit visually janky
  • Is there a world where Beam Pyramids blow up if the rock they're on explodes, but don't give resources? Felt weird that they'd hang there afterward, but obviously if they still reward you than you'll always just explode the rock. So withholding the reward but blastin em at once feels like a nice middle ground potentially
  • Kamikazes could use a more obvious tell. They didn't feel unbalanced or anything, but I also never felt very aware they were coming before they were already on top of me. Could be an audio thing maybe?
  • Turret printers functioning same as chests (rather than dropping pickup item) is a great change! Given they are almost identical atm, is there an argument for chests also stopping time to let you read, or visa versa? Would be slightly more consistent, but I like it as it is.
  • Would be nice to have a UI prompt when the chest + turret printer are activated but before you get the item, as often it was hard to tell whether I had successfully activated them. The animation is great, but yeah some text somewhere saying "Item incoming" or w/e would be very welcome
  • Both chests and turrets were a little hard to open, especially with Dart and/or once you've got acceleration/speed upgrades. The distance seems quite short. Not sure if that's a problem or even intentional design but there was some friction there. 
  • The target / aim feature is FANTASTIC, instant 50% enjoyment increase! :D I didn't realise at first that I had to initiate it manually, and it seems to be on by default after the first time. That was slightly confusing but not a big deal. Potentially another way to do it > Targetting activates automatically on an enemy you've reticle tracked long enough, and then middle mouse click can toggle that feature on/off globally? Just food for thought
  • Had a weird issue (or feature I misunderstood?) that after a while the fog got REALLY thick and never subsided again (Linux build)
  • Would be great if the activatable abilities (e.g. Ram, Laser Burst, etc) had a visual flash or audio when they finished cooldown and/or had required energy. Found myself taken out of the dogfights but looking down at them all the time