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Here's my gameplay critique of Trapmaster!

I really love this concept, it's a very smart, very interesting idea, although unfortunately I don't think it completely works from a gameplay perspective in this exact iteration, but that's totally fine and to be expected given in how short of a time-frame this was created! Again for the time this is fantastic; I'm just a snobby game design theory nerd and feel like this isn't connecting at this stage, but I truly feel it's a very ingenious idea I'm very interested in.

The polish on all aspects like with Jowsty is still pretty dang high even with this being a solo-developed game. Art and UI are pretty solid, and while it's good the game has audio, I do think it needs improvement. But I am being harsher here because you've proven yourself as hyper-competent and very capable of doing some truly great work, so my expectations for you are higher! I do think this is a very well-made game and you should be proud; I just nitpick what aspects I can to offer ideas for possible improvements down the line in your game-making journey.

I really look forward to seeing more from you. Keep it up!

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Honestly, I feel the same way about the gameplay and I realised it about halfway into it's development. It's pretty gimmicky and some of the activators, like the trip wire, are pretty pointless considering that pressure plates do a similar thing but much better.

As for the sounds, sound generally isn't my strong suit and it always causes me problems so good to hear feedback about it!

Thanks for playing my games ^-^

This kind of thing happens in gamedev, it's no big deal ๐Ÿ™‚ especially when you experiment with a new idea like this. I still think this is a brilliant concept, but it's certainly hard to make work... I feel like it's possible to iterate enough on his to make it fun, but it seems like a pretty tough design challenge.

And yeah, sound is tough ๐Ÿ˜… the big thing is just making sure it's not too grating on the ears... I always use lots of random pitch-shifting to try to make repetitive sounds less obnoxious, but it's also down to the sound effects themselves, which are tough to make. Really great developers (see: better than me) provide sound options even in itch jam games, letting the users tune the volume of the SFX and music independently.

I recorded videos on all your games; I just need to come back to Super Quadrilateral Damage to get further. Expect videos on them Soon™