Yoooo, it super fun for me) I didnt play galaga so long, so forgot how its interesting. I liked sfx and art. Audio feels super special, but it fits i think.
You did a great job! I will be glad if u play my game too <3
I really liked how nice synergy of UI and art. Very deep interpretation of the jam limitation, but i like this phylosophy way of making games. I think audio should be more mysterious and maybe relax at the same time, the oldstyle pixel bit not for this type of game as for me. Also a lot logic and countings feels under this gameplay.
You did a great job! I will be glad if u play my game too <3
Yoooo, its quite fun gameplay and concept. I really like how smooth and nicely done mechanics of grabbing and throwing. Also big respect for destructions - looks nice. I think combination of all this game have can be quite fun in final view. You should probably workaround with leveldesign, maybe give some futuristic story. But in other ways like mechanics and feelings of it - are awesome.
You did a great job!
Oh, its not easy to understand how to play at the beggining, but its allright! I really liked how u interpretated jam limitation, it was fun to play. I think u should add more space for the player, decrease speed of enemies and make more clear tutorial. I think it should probably work. Also if u will add some HUD to the moment when u aiming with gun kinda crosshair or something like that - it will be less missunderstood.
Also art is interesting and for me really fun.
You did a great job! I will be glad if u play my game too <3
I didnt think that table or chair can be my enemy, but its funny))
I really liked how smooth was done mechanics, i enjoed playing this game. Art and VFX is awesome. Can u please say me how doest your visual style call?
I dont know, but I think its bug, that my health doesnt matter, because even if i had 0hp lasers didnt kill me.
You did a great job! I will be glad if u play my game too <3
Oh it so cute and magical space at the same time <3
I really liked all aspects - audio (voices of jumb and dash really mentioned me Marathon), art, movement, dash. Also its so nicely done VFX and game style.
Can you give me some advices - how does your visual style call? And how can I make something closer to this visual + VFX? Maybe u can advice some videos and etc?
You did a great job!
I will be glad if u play my game too <3
I really liked gameplay, its quite interesting and fun. Also i loved art and animations! I think it should be something to help if u stayed 1v1 with resist enemy, because if u out of enemies, u cant win it. But maybe it trains player to replay and manage with this.
You did a great job!
I will be glad if u play my game too <3
Its so smart idea! I really liked how easy you can use different enemies. Also i liked art and animations and i think this idea can be used in different genres (like souls like, action, rpg and etc)! Maybe it will be better if you increase enemies count.
You did a great job!
I will be glad if you play my game too <3
I really liked art and music synergy. Its interesting that you can use an ability like shield and to grab enemy/bullet to throw it back. I enjoyed and think u should probably try to polish UI and music queue gap/loop. Also maybe it will be better if an ability will have different buffs.
You did a great job!
I will be glad if you play my game too <3
You are so talented! Its really smart idea how you interpretated limitation. I really liked the style and art + animation. I found one bug on room from the screen - you can grab enemy even if u didnt bring the cat to the button. Even so i played this level how u thought.

Also this cats are awesome <3
You did a great job!
Oh, I see that u missunderstood this mechanic as non priority to use enemies against enemies, but if u will throw enemies away or try to smash them it will be less effective then using them to kill another enemies. I don't think that game will be quite fun and logic without taking them damage from falls.
What about spacial awareness radar - its really good advice. I think it will be more predictable where player should move in the battle.
Also i 100% agree with you about tutorial, i would like to learn this mechanic, because I didnt try it still in my games.
Also I didnt understand your suggestion about "visible UI and HUD elements that indicate that you are grabbing someone", beacuse there is outline around enemies, while you hovering them.
Thank u so much for such a huge feedback! I will try all your advices.
Oh, that's so awesome history at the beginning, I really liked realization! Awesome art and audio, idk how but it fits to the vibe.
I think you should add some sfx like roar of this bears and silent wings sound of a bats. I like the concept, it's interesting.
You did a great job, good luck with this project!
I will be glad if you play my game too <3
Hi everyone!
I'm a developer, wanted to notify, that PC (Windows) version brings better experience and provide better graphics quality. In WebGL version you can face a problem with cube block on third level like "can't push" or "hard to push", so please, download PC (Windows) version: https://thesomethinggood.itch.io/ten-steps-down#:~:text=More%20information-,Download,-Download
Also, please look at and rate the game page, I tried my best.
Thank u for understanding! I appreciate you playing my project <3