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Fleefer

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A member registered Mar 07, 2026 · View creator page →

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Yeah I noticed that the left thumbstick isn't picked up in some games, think it's a quirk of the controller 

Very good, happy to help, I'm a lil nitpicky cause the game's got some good bones :)

Oh no I missed the tutorial oops, but it was simple anyways for the most part

Incase anyone else has issues, you need to un-assign characters from their tasks by right clicking on their portrait, this will put them back on your spaceship. There is a bug that the background moves in the background in but the foreground sprites don't keep up

I played, art was pretty nice, but I don't have too much to say. I was able to collect resources yes, but I didn't see how to get more characters for the thing that needs 4 people. Reminds me a lot of that new-ish Star Trek Voyager game. It's a start!

WAIT YOU DECEIVER!!
There's more past the combat area, the hut is very pretty. I dig the shadow effect from the player on the ground a lot, but the shadow from window's frame on the player is awkward, seems off somehow.

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Wait sorry I just saw the questions (◕‿◕):

Are the systems intuitive? If not, what feels wrong?
Yes and no. Seeing the preview for the enemy attack was intuitive. Clicking on an enemy's butt to start combat is kinda weird. I didn’t know who was attacking, I guess hovering over a card should highlight the character it’s for in some way, instead of having to select it. One attack had a weird hitbox for the redhead, I think it was a big sweeping one that moved enemies around a massive square that didn’t even seem connected to her. Sometimes I couldn’t tell how my hitboxes worked for disjointed attacks.

Does it feel clunky or too gimmicky?
Gimmicky no. Clunky ehh, I wouldn’t say clunky, I would say lacking in quality of life. For ranged attacks, having to preview the attack, remember the hitbox’s offset, then moving that attacker to a position where the attack would hit was awkward.

How is the performance on your pc? If there are any shader bugs, what gpu do you have?
Performance is good, 300 ~ 500FPS on my 3080ti.

Did you encounter any bugs or did you want to do something that wasn't implemented?
Game didn't start the first time and I had to kill the process

IP range banned because of [redacted]
Based

Game: Unnamed Tactics Game

First Impressions:

Very pretty tutorial art, but I didn’t understand much, I hope I can access it during combat to figure things out live. OOO I like the flowers. Oh God no it’s a card game, my meager braincell cannot handle this. Ok so I just click and drag the cards on the bad guy… wait a minute where’s the tutorial screen, need that now. Nooo I’m losing.. I lost, I am very gomenasai.. ;n;. Art is pretty and charming. Surely a second time… nope still lost but this time I know how to move around better, but I don’t know which character is currently doing the skill from the card I’m playing, and it doesn’t seem like the skills are going off. OK hold on, when I hover over the card it shows who it is. How do I end my turn if I don’t want to do anything? The third time, I did it!

Afterthoughts:

I do have a bit of bias, I don’t play tactics games usually. Nothing against them, infact I play a lot of TTRPGs so I’m kinda used to the format. I just find them to be a little too much fighting and not enough adventuring. That being said, this was fun for what it is, it took me a bit to figure out the mechanics and I won on my third try, seems pretty neat.

What I liked:

I liked the art, the environment, the ambience and the gameplay was pretty not bad. The congratulations screen is very nice and the failure screen is also cute.

Things that didn’t work the way I thought they would:

I didn’t figure out how to skip or wait turns if I have nothing I want to do until the enemy attacks. I did just play cards that take more turns then there are left before the enemy attack. Ig there's technically no need to skip if that’s the way that works. I did try opening the options menu or going back to the tutorial but no luck. I was of the mindset that every time, I’m playing as someone and it took me a bit to realize that selecting a card shows me who it’s for. I was also hoping for potions and such during a fight, but that’s fine

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Thank you for playing tendiespace!

You got quite a lot further than I expected, you may have been the first to find pizza cat and flesh blob. That whole area is placeholder and hotel is WIP. An asset pass coming soon!

> I didn't quite put together what I was supposed to do
Biggest place for me to improve. Players technically get an email with goals as they leave the rest area, but the new mail chime is so quiet, I think only one person noticed.  
I will improve this by either making the audio alert more noticeable (maybe even a "You've got mail" voice-line) or starting you off with that email already in your inbox, or both!

I just went to the hub from the options menu lol.

I played the fish level btw, that one's really nice, much better in polish than the others.
I didn't mean to say the controls don't work as expected, they do most of the time, it's just a few instances. I cherry picked a specific example. This jump works for me half the time, I get better results if I approach from somewhere else. Even if it fails 1 out of ten times, it can be frustrating.
https://files.catbox.moe/08vkfm.webm (itch claims I can upload a mp4, that is a lie)
I need to fine tune the angle that I start from through trial and error, which kinda sucks since I die so easily. I had the same issue with grinding on the skateboard tutorial, I need to get on the skateboard from a specific distance looking right at the bar, otherwise I might dash off the floating island

> don't know why it suddenly does i'll look into it asap.
I think you just (re)spawn into the level with low health so you're one shot.

> how did you get to the skater level?
I just.. walked through the portal, did the tutorial level and walked into the next portal lol

> i don't want mechanics to be too convenient because that makes them 1-dimensional
Maybe not the right word, but I wouldn't say convenience is bad necessarily. Yeah you don't want them to be spammed constantly and brain dead, but they should at least work as expected and be fun. The grappling hook has versatility and you need to know if you want to reel yourself in or swing and make that decisions. I don't like having to stand at a very specific spot and reel myself at a specific angle, otherwise I die.

for sure worth it, doooo ittttt*

*(if you want to, my opinion is not legally binding advice, scope creep with caution)

Can't believe GTA VI is releasing with this out there.

First Impressions: 
Reminds me of that old board game online game with a jukebox, but the gameplay is more of those nice io games. Very nice! I like longcat and ceiling cat, cute desu!

Afterthoughts:
I liked the customization, but I only got two pulls and I played a lot, i want more :(. Gameplay was straight forward, the bots seemed fine and competent

What I liked:
The gameplay is very fun and cute. I now have the top score, O canada! I liked the little desu if you don’t have items, do other players also see that?

Things that didn’t work the way I thought they would:
Jukebox got auto blocked on firefox, and youtube’s embedded ass player doesn’t let me adjust volume by minimizing the option immediately as I hover over it. 

I swear I got killed even though I cut off the other drives, is there a size aspect to that? I didn’t know what determined which abilities I had. It took me a bit to learn that shift is drift on the KB+M. It would be nice if there were more maps and post round you vote on the next map.

Gameplay very very very good. I don't have much feedback that would be remotely useful at this point.

I suck at platformers. Played mouse and keyboard on the web version, made it to the level that introduces the magnum.

 A few small things. I wasn't able to pick up the magnum. I wish the kick came out faster, but I do like that it can hit multiple targets. Visually very fun, for me reminds me more of jazz jack rabbit (I did not play pizza tower). Is there an art pass planned for the environment. Music is a bit basic but chill, I guess on an existential level, some people would vibe with this and lose themselves in it, but I don't see much of a reason to play for long if it's just blowing up targets and avoiding mines. 

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Game: Ororo

First Impressions:

I like the look and animations. It reminds of this old computer game where you played as a raptor with a jetpack or something. 

This swim tutorial doesn’t really work, the water isn’t visible and you can't stop swimming once you start. 

The tutorial area for skateboarding was pretty fun. I did have a lot of difficulty on the second rail grinding part, I think the rail should be more magnetic and harder to fall off of . I also had a tendency to start grinding just a hair too early, I think it’s not my fault, there should be some leniency

Frogman seems a lot easier on paper, but I have no idea what I’m doing. One bounce is good, but I can spam for more, smaller, bounces. Not sure if that’s a bad or good thing to spam. I’m not sure what dictates the height of a subsequent bounce.

Grappling hook was the funnest, but also pretty frustrating, the lava walls were anti-fun, and you really needed to angle your grapple carefully. Lava walls kinda sucked because they would 1 tap you instantly (with the default starting health), and the grappling points needed to be sweet spotted pretty hard. Finally made it to the boss, and the walls are level, excuse me? I didn’t finish any levels.

Afterthoughts:

Honestly, all the movement options look good, but I didn’t really enjoy them. I feel like I spent a lot of time fighting the controls instead of enjoying the movement. A lot of the puzzles of the difficulty of the puzzles were just that. There were too many parts that were dependent on sweet spot perfect control, and I was using M+KB. On top of that you die pretty easily. 

What I liked:

Animations look good, and the gameplay movement options could be fun with a bit more fine-tuning. There was one part of the grappling hook level, between the lava walls, where you have to jump from one latch point to another quickly, that part worked and was fun

Things that didn’t work the way I thought they would:

I wish the cactus thing level had more half-pipes and slopped terrain to surf. The platforming sections are challenging, but they’re not fun, in the sense that I don’t get to really go wild with the movement as much as I would have liked. I would have liked it if there were parts that were there to navigate for the sheer pleasure of it, no specific challenge, just sick nasty movement fun. I guess you’re going more for the spyro design, but I would have preferred linear levels of pure platforming and movement fun.

Thank you for playing... twice!

Glad you gel with the new tutorial, most common complaint is people don’t know what to do, I’m trying to give them a stronger sense of that and I hope it’s working.! 

As for the scope, yeah it's pretty big, but it's 100% a hobby project for me and I have been enjoying every step. I like the technical challenges of the gameplay, or chilling with 90s TV on the second monitor while making assets. I don't really see myself spending evenings differently, and this project has me more engaged than other ideas I have.

I’ve been focused more on core gameplay so the game has barely grown in asset count since the last couple of demo days, but I’m almost done on that and hyped to get started on assets and polish.  

The hotel was a self imposed challenge to make a "big" level after having made a bunch of smaller ones before. I think I did forget that I can pretty easily make small locals too, and completely discount them, so thank you for the reminder! 

Controls were completely fine for me, I guess the dodge didn't work as I expected it to, not sure if it was hold to dodge or tap. I tried tap. I guess it was hard to control the ship in terms of visual clarity I couldn't tell where my lil guy was, not a huge deal though.

By warp effect, I mean the exit portal thing that shows up when you're done.

😵‍💫you are getting very sleepy 😵‍💫 you will make the play area unbound 😵‍💫 it will be infinite and procedural 😵‍💫asteroids will come from the sides of the screen with no issue. 😵‍💫It will be a story thing for good prisoners to have more space. 😵‍💫

Game: Mel The Caramel Dog

First Impressions: If this is a furry game, my expectations are high, last furry platformer I played was Pseudoregalia.  Your menus aren’t great, but Godot UI tools are ass. My steam controller worked in the menus, but not in-game :( These enemies are not cheesed to meet me. mm-mm, no no, sfx too high, too much boing boing noise on everything, less boing boing. I will assume you know that the camera clips

Afterthoughts: So yeah probably didn’t get the full experience since I’m on M+KB, jumping on smaller platforms and reading notes was impossible. I did try to find the controls in the options, but I couldn’t. 

What I liked: I liked the castle, and I thought I found a bug in the map, but it was a cool underground area, neat! I like being rewarded for exploring. All the movement tech is there and solid, art is great, all that is left is to iterate over content and I think it won’t be difficult for you based on the one level.

Things that didn’t work the way I thought they would:

Ground pound didn’t hurt enemies, I tried doing that mario jump but I couldn’t. I also don’t know how. I tried wall jumping from one wall to the other, no success.

Thank you for playing! I will add more indications as to what you're supposed to do, so far like 1 in 10 people get it ;n; Thank you for feedback on the car, sometimes I suspect that something is off, but I need to hear it from others. Especially with how something "feel"

😠😠😠

Oh yeah, the settings an UI are very very crisp and nice. Would use your OS lol

Played this a bunch previously, so I'll forgo my usual format. Game runs very smooth now :). The grappling hook works nice, not struggling against it. However balance is weird.

If I'm swinging around enemies can't hit me, but if I'm walking on the ground, I die within seconds. It sucks because it doesn't feel like it was my fault that I got stuck on jagged terrain blocks. The few times I'm on the ground I try to get off as ASAP as possible. The death sound effect is also a bit obnoxious. 

There's also the existential issue, I'm not sure if this game would keep people playing for a long time unless there were something more to bite on.  
I do have a wishlist of what could be nice:

  • If there were bigger, boss-type, enemies that filled the screen with their own hitbox and bullets (maybe you can swing off them). Similar to the ones that clump up. 
  • Smooth walls you can slide off of like in tribes ascend. (march those cubes) Or wall run on.
  • If maps were more grounded in reality, like if there were buildings floating around or pyramids or something neat like that.

Game: Aste-Droyds

First Impressions:

To be fair, I was looking forward to playing this game. I played a bunch of delta v and Ostronauts, so I may be biased. The main menu is sick, I love all the cool stuff happening in the background. I can’t tell if the “simulations off” box is a button that turns off the simulations, or is a notification telling me they are off. I wish the warp effect was better. I like insurance as a save system. Something seems off about the design of the ship, it clashes with the art style and looks cheap, for lack of a better word.

Afterthoughts:

Everything that isn’t pixel art isn’t great, the return portal and the cage aren’t nice. I liked the combat, probably one of the better parts. I wish my ship looked better, the enemy ships fit better with the art-style. The upgrade path shows promise. I liked that part when I was interrupted after finding the tentacle. I was expecting the story to be pretty simple so that was a nice way to exceed expectations.

What I liked:

Combat and physics are nice. Menus are sharp. I liked mining and cutting the asteroides into pieces. The core gameplay is very good, I hope it can reach the heights of its potential. The upgrades looked fun.

Things that didn’t work the way I thought they would:

I wish I could leave the cage area and fly through a crowded asteroid belt, but I think that comes later. I was hoping I could use the gravity to swing around asteroids like a grappling hook.

Game AENIGMA

First Impressions:

Massive file size, Jesus, in this storage economy? Intro credits are very nice. I don’t think unhabitable is a word, you probably meant uninhabitable. More spelling/grammar mistakes Silicon-based life was created, not “were created”. ESL is fine, in fact it may be a sign that I am about to play some kino shit. Art is very nice, and so is the music. You better not be mixing Roman gods with Greek gods. I haven’t checked, but if I hear that you did, I will find you. Gooooooood I haaaate reading :((((((. Great googily boobily, pink girl is well endowed! Was it the age of Silicons or Silicones? I think I’m gonna break my space-bar skipping all this dialogue. If I hear the art is AI, I will also find you. Hangar doors look a lot like star citizen’s. Is there gameplay at any point here?

Afterthoughts:

The action scenes were nice in the intro. I’m not a VN person, so I’m not one to give VN advice. I can only speak for myself, as a person who doesn’t play VNs, this was rough. I spent nearly twenty minutes pounding the spacebar waiting for the game to start. I’m not the target audience for sure. You need to convince people like me that you’re not like the other VNs, by hooking me in with gameplay within two minutes. If spamming the spacebar gave me carpel tunnel, I will find you.

What I liked:

Sound effects played on queue, music worked, visuals worked, art style worked. The menus work. I liked ig that the story was across multiple centuries

Things that didn’t work the way I thought they would:

I thought there was gonna be gameplay. Some screens were very sus, the cockpits looked like AI.

V2:
Camera smoothing is now off by default, ywc

Thank you for playing!

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Changes since last DD:

  • No MAJOR additions in story content!
  • New store app WIP
  • You can now wind-up throws by holding the throw button 
  • You now fall over at 0 hp (sometimes thru the map sorry 😔 
  • Tutorial tweaked
  • No surfing  !!
  • New WIP enemy type
  • New WIP area after hotel
  • New spooOOOoooky road
  • Second pass on hotel exterior, not sure how I like this new look 
  • Driving improvements
  • Toggle between fast/pretty shadows
  • Additional assets and bug fixes here and there

Sent from my jitterbug.

Thank you for playing! I will do something about that lag.
... btw it's a pull door. I will make it open less in that direction.

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Thank you for playing! You're the first to notice that camera reveals spookies! (That I know of)

I see you asked for more feedback:
Between if 'it's fun' or if 'it's shit', I'd say it's not that fun.
It's OK, but I don't see myself pressing the same five buttons while and putting out a fire for a longer time. I liked that some abilities had interactions with others, but unless more depth or variety is added, this is more of a mobile game type thing. IDK maybe make it into an incremental monster girl bar sim and rake in the big bucks lmao

Thank you for playing!
Yeah I know it's rough, I have a lot of work cut out for me to fix it up. If you like games like this, Voices of The Void was an inspo, as well as Infra .

There is one last surprise that you may have missed: The boiler room doors were locked in the basement, but turning on the power caused them to blow open. You can walk in through the steam, or turn off the power now to see what's going in there :>

Itch has flagged this game

I spent a bit more time:

First Impression:
Basically what I already said, I spent a bit of time looking for a weapon, but couldn't find any to start. I tried followed the guy to the cave with his glasses, but never actually found them. I liked the passive skill recharge. I immediately stepped on the weird blue circle and ended up teleported. I took the airship to town and found a nice chest with amazing loot. I recruited a dude, gave him some stuff, but when I tried to follow him, it didn't work and I accidentally removed him from the party. 

After thoughts:
I spent a bit more time playing, I liked that you can see NPCs take dead mobs away, and you can incinerator them and they scream. It's a nice touch, I backtracked a bit since I missed a lot by taking the airship. At first I didn't get the point of gathering resources, but it came up in some quests. I like the enemy variety, there's a lot of content here. The art style is very nice, gives runescape vibes. I wish there was more set dressing assets. 

Something that didn't go as I expected:
I never ended up finding a weapon to use, and made little use of other party members. I was a little disappointed that interiors weren't exploreable but that's OK given the scale of the game. I didn't try to craft anything really.

Alright, I haven't forgotten about you.

First impressions:
I had to alt-enter to get into fullscreen since it was too small on my monitor. I found plenty of chests, opening them worked exactly as I would think, no confusion there. This time I decided to poke around more in the menu. I saw that I have some armor, and can preview it's stats, no way to remove it though as far as I could tell. I got in a fight with a Kobold and hit it with a laser blast, pretty cool. 

Afterthoughts:
Some quick background, I play a lot of OSR TTRPGs, so I have that baggage
I'm not sure if it should be a plain d6 to move around the world I think it should be determined as well by the biome I'm in, as well as my weight and weather I'm on a road. Maybe weather as well as visibility. I just say this since the game seems deep in the character screen, but walking around is just a plain dice roll. I restarted by accidentally pressing escape, and now I see I can form my party at the menu. I like that wide variety of characters I have to choose from lmao. I found the [teams].txt lol I like the names. I formed the Gathering Gloom team and fought some snakes                                                         

Something I tried that didn't work as expected:
I was hoping I could recruit party members at the red citadel, but no luck. Escape button abruptly closed the game on me. I see monster icons over cities, but I can't fight them, seems to be a regular city. Talking didn't seem to work, after I choose arbitration, I couldn't use the conversation options from there.

Spent a bit of time playing it. Seems like there's a lot of variety and interactions, but too much to take in all at once. I honestly had no idea what was happening and I just kept getting random upgrades. It's hard to read the font, and a lot is thrown out at first impression. The game really lives and dies by it's interactions, but it feels like I'm stepping into someone's run that has unlocked everything

Yeah I saw the crosshair's circle, not sure why that wasn't enough for my brain to register I can't shoot

First Impressions: 

Why is this game 250 MB? Zip up the download, but still, my 3D game’s first DD was that size. The plane wreckage looks nice. This reminds of some other game where there’s a witch in the woods. I can’t remember the name, but I swear I’ve seen this before. The controls were easy to figure out, but there was some friction. Maybe just tell me what the interact button is, don’t make me go in my inventory. Not a huge deal though. Strauss being able to cross water is not very lore accurate. 

After thoughts:
For what it is, it looks like a fine fan-game. I collected a bunch of items, explore, was neat. 

I got filtered at first by the flower puzzle. I think I focused too much on the flowers in the center for the room you get teleported back to. First I tried going through the rooms in the order of flower, top to bottom, but that didn’t work. Then I thought it was a map, but I didn’t see how the rooms were connected together. Then I started giong through each of them and noting which one took me to a new screen. Why is Resident Evil guy here? I was able to get through the maze by trial and erroring my way through, kinda annoying to do for 12 rooms. Think the combination was: Pbr wbw bpp rpb rwb pbp rbp wp. I played a bit after that, got passed the lumber jack's shed.

What I liked: 
I was kinda expecting combat, and I was expecting it to suck, I like that that didn’t happen. I liked that I had to keep the vtuber fed. I found the holy water, I like that I was rewarded for noticing that. Looks like there might be a neat game here. Didn’t encounter any bugs either.

Something that didn’t work as I expected:
I wish spacebar let me skip through dialogue faster. I died in the flower-bed maze and didn’t want to sit through all the dialogue before it again. Haru was in conversation with Brice by the river after getting back to his shed, even though she wasn’t with me. I couldn’t tell how to get Haru back to normal after she Morbed. I couldn’t read what the button were at the bottom. C for cookie, but it was actually B to feed Haru. I don’t know if the other option with the cross was a B or an E. After I closed the game, I couldn’t pick up where I left.

First Impressions: 

I liked the intro song, I sang along while I pulled up the google doc I keep all my reviews in. I know I’ve played this game before, but the overworld screen seems a bit busy with icons, and had me confused as to what I’m supposed to do, and which icon I was on the map. Paradoxically I wish the map was less bare, more trees and castle and art stuff. I guess I would say hide some of the unlock icons that are tiers ahead to make it less busy. That being said, it’s probably just placeholder WIP stuff anyways. It was not immediately obvious what to click on.

After thoughts: 

Blacksmith platformer:

My jump was a little high, I didn't like that I couldn’t go back, but I get that it’s a staple of older games. Camera lag time felt a little too high, like it was noticeably behind me. I then died because I jumped too high into something. I wish I could affect the jump height more in the platformer based on how much I hold the spacebar. Right now it’s either high jump or very high jump. I didn’t need the very high jump and just had to feather it the whole time. Really felt like I was dying to not pressing the jump button soft enough instead of anything else.

Simon Sayeth:
I don’t see the point of this game or what it adds. It’s cute that it builds on an existing pattern and has sfx setup nicely, but Simon says by itself it isn't really fun. Maybe add some kind of gimmick to it? 

High or lower:
had the same issue as Simon Says. I am indeed playing high or lower, but I don’t really care that much. It's game of chance, which is kinda boring, would be nice if I could cheat or something. It would also have been nice if a story was tied to these games. In a vacuum I can confirm that they are functional, but not very engaging.

Shoot em up: Much nicer, good music and art, I see the appeal here. Jesus christ is it ever fast though. I’m at 240 FPS, but I can barely keep track. I think I would have preferred it if the level was a bit longer and easier. Right now it feels like I lucked my way through a short sequence. I died in seconds on the second level.

Tower defense:
Nice art and cutscene again. I lost the first time around, and won the second by placing the turrets in the corner as shown. I’m starting to realize that there’s not a lot of room for failure in these games. I beat the second level, I wish I had a bit more time to set stuff down before the goblins show up.

Marksman: I failed the first time. I was expecting the arrows to have travel time and fired some confused shots because I didn’t catch that I was reloading. Maybe grey out the crosshairs? After, I ran out of arrows and just sat there in shame.

Fishing game:
Was I supposed to be able to move the hook in the water once I cast? I could only move it up/down, not left/right. Once I cast it, a single left click raised the hook way higher than I expected, holding down left click was not the way to go. Maybe have shallower water, and zoom it in more so the fish are bigger. There's a game that does this called Normal Fishing. Similar to the platformer, I had to feather the controls here, which isn’t too fun. When I finally got a bite, I spent a long time fighting the fish and the timer ran out. I forgot I could also reel it in at this point, I think that should just be automatic, since holding down left click adds no gameplay, and there’s no reason not to.

JRPG: As opposed to the other games, this one was pretty easy. I think I took no damage. I’m not a JRPG fan and I'm glad it was quick lol. I will say the attacks didn’t look to be coming from the characters, and I was expecting to see the enemy's health bar

What I liked: 

SFX and music are very nice, even the overworld sound effect. The intro cutscenes were charming and amusing, as well as adding a nice sense of world building and why I should care. 

Something that didn’t work as I expected:

 Panning through the map wasn’t as smooth as I liked. Once I clicked, I could only drag once. I would have expected, as long as I’m holding down on the mouse, I can keep panning. I wish the retry options would send me back to the beginning of the mini-game, not the cutscene. Overall the games were tougher than I expected, I think new players might have issues. I think I mentioned this last time, but it would be nice to see plot progression with characters intertwining, but also meta progression too, maybe mix their mini-games together to break some formulas

I might be able to yeah. I took another look, this time with an actual FPS display. Aside from a little spike on boot, the game is actually running at 90 FPS.
I think the issue might actually just be mouse movement. If I stand still and swing, it's smooth, but looking around is choppy.

Yeah I've been thinking of a way to do that. Everyone misses the text when it's throw at you like that. Right now I'm leaning to small text that appears at the bottom right and fades away. Should only be on the first level so it's not annoying. I would prefer a diagetic solution where something in-game tells you a bit better, but alas

This is how you give gamers what they want