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(+1)

I loved the lobotomy idea, having a timing/almost roulette feeling pick to your upgrade is awesome (we wanted to do similar but time…). I did find the cooldown super long on the shotgun which I think could’ve helped the overall pacing a lot to reduce. It felt like maybe only the same three “options” were ever provided with a lobotomy? It’d be cool to see more if you were to develop this further! Pretty solid start here though :)

(+1)

I didn't really spent my time wisely for this game, mainly did the game in the last 2 days of the jam. I would add more upgrade options, but I didn't really had time, and the way that I program the system that handles the lobotomy didn't really help me, like, adding new upgrades is super easy, just create a resource and drag, but instantiating and initializing that is  super scuff, and by the time I realized that I had about 50 minutes before the deadline and it was 6am and I decided to prioritize adding some sound effects, building the menu UI and building the game xD. I don't know if I am going to develop this game further, maybe just an small update to fix and add some things that are lacking :D