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So, apart from what I say in the video: The game's got some structural weirdness.  Not necessarily in a bad way! It's just... the core mechanic, the *interesting* mechanic, is hacking apart entities in the game.  And it works pretty well, all things considered!  There's probably not enough variety in the way the different monsters interpret the different abilities, but on the whole it's neat to see how you can chain movement, special abilities, combat systems, AI algorithms, and more together to accomplish what you want.

But because there's a set entity count and you can just teleport them to you whenever you want, the bulk of the game is just... wandering.  Looking for that nook or cranny you missed that would unlock the next power or the occasional missed developer note.  And again, that's not the worst thing in the world - it's not that big a world to wander in, which helps, and the two art styles keep things interesting.

It's just odd to me that a game with a fairly robust little game maker engine and a fairly robust little AI scripting game focuses so much on having the player wander a half-finished wasteland rather than engaging with those ideas more actively.  Still, per what I say above, I enjoyed it despite myself, and if you think it sounds like a cool idea I'd check it out.

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Errant Signal - The Magic Circle (Spoilers)

The Magic Circle has a lot of ideas about games, developers, fans, and how to ruin your eyes with artificial low-res graphics. But I think only one of those might really work in the context of what the game does. And yes, I say "deconstructivist" rather than "deconstructionist" and yes that's stupid.