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(+1)

Cool concept and yeah lobotomy is definetely not a safe practice!
But I have to say that I didn't really feel the risky theme because the lobotomy here is somthing that you basically have to do to get stronger (It's not a risk and reward mechanic which requires agency)

It took me a while to understand how to shoot and I suggest a couple of things about this:
- you can write the controls on the first room floor (like in Isacc)
- make the "confirm" for the lobotomy something like "press any key" instead of using the mouse because if players starts use it they will be more inclined to consider using it for shooting as well

Hope this feedback will be helpfull!
P.S. The volumes definitely need to be adjusted...

Yeah, I should've written the controls in game before. I did make an update to add it, but then when I was going to upload, I noticed that the allowed 48h period was over, so only in a post jam update. Now the mouse part really makes sense, now that you mention it. I also should've added audio sliders in the 48h period as well, I know the jam rules says to not really add stuff in this time, but in this case it is something that I should've done it anyways.

The lobotomy mechanic is something that I didn't really turn out as I wanted. as I wanted to include other minigames/ items to compensate it.  Like, I've wanted that the lobotomy item that could give massives buffs, but if the player used wrong it would debuff you a lot. But since I didn't use my time for this jam in a smart way, meaning a lost a lot of time, thx for feedback :D.