cool game! tying your weapon selection to an enemy countdown is a super creative hook that makes inventory management actually matter. the soundtrack is an absolute banger and the amount of content here is crazy for a jam. it definitely needs enemy health bars and better damage feedback so you can actually calculate your overkill and the lack of healing paired with spongy enemies makes it a bit too punishing when you mess up. good work!
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Acid Reign's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Audio | #313 | 3.885 | 3.885 |
| Creativity | #552 | 4.192 | 4.192 |
| Artwork | #732 | 4.154 | 4.154 |
| Enjoyment | #1392 | 3.654 | 3.654 |
| Narrative | #6167 | 2.154 | 2.154 |
Ranked from 26 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
Your weapons change as the number of remaining enemies counts down!
(Optional) Please credit all assets you've used
KayKit!
(Optional) What would you like to be called if GMTK features your game?
Incredulous Interactive
Comments
It was a massive undertaking, but I made it
Absolutely crazy amount of content for a jam game! Love the soundtrack, and the dual daggers were definitely my favorite weapons! I did notice, as I went through the floors, that the number of floors you go down can be inaccurate, especially when it's over 20. But the counting down the weapons mechanic was really unique and super cool to build around! Great work!

It was fun to have to switch up my play style after every enemy killed, really neat concept! Also the music is amazing!
This is my favorite game on the citadel!
The art style is fun and cute, I liked the variety of enemies as I descended into Hell(?) for the first few waves I was uncertain on when I would get to use each weapon, but that issue solved itself after a few rounds. The variety of weapons and the quips on some of them were charming and witty, though I dont understand what the enemies are doing? trying to escape, spread, etc. the Neon is a fun look, excellent use of colors. I would have liked some environmental hazards to... "Entice" enemies into, if I were stuck with a weapon I didnt really want to use. Maybe weapon degredation and the punch as a push would help this achieve even more count down flavor. enemy health bars would be a huge benefit to the game. In contrast to more than a few games I've played here, it was clear how to play and what to do from the start, big bonus.
The concept is awesome a really original way of using the theme and it has a lot of potential !
I like the concept of going down a list of weapons when attacking; I think that has a lot of fun potential. But the implementation does need some game feel improvements to get the most out of the idea. The attacks don't feel very rewarding; it's not clear what the range of attack is for both the player and the enemies. Also, it's not clear when exactly the weapon will change, or how many hits are left before that.
The music is awesome too. Nice job.
While I did go a good while without taking damage, it didn’t seem like there was any way to heal? I assume that’s either intentional, or only shows up once you’ve taken a lot of damage. However it was also hard to tell how much damage I’d given to enemies. Other than that clarity issue though, everything seemed nice a smooth for movement and for the aesthetics, and the music was great too!
Great game! The music is very fun and the mechanics are solid. I could definitely see this being extended. Would love to be able to see enemy health bars or see approximately how damaged they are. A dodge roll or other movement mechanics would be great here too.
Game's an absolute audiovisual treat, with solid gameplay and one of the most interesting interpretations of the theme I've seen so far! Here's a list of thoughts and feedback in no particular order:
- Probably the biggest thing that stands out to me is the choice to not have any healing and to make death an instant restart from the beginning, and I don't think it's the correct one for this game. The core mechanics - weapon ordering and and overkill = levels - are begging for experimentation, to try out different things in different slots, to use big risky weapons, and generally just go wild. But then it's punishing in a way that forces you to play cautiously lest you risk losing all your progress in terms of built up inventory. Getting hit feels awful because the attacks on their own are easy to dodge, but the damage sticks and each mistake compounds on the last no matter how well you do in between.
- The enemies left = weapon selected is a super creative mechanic. I wasn't sure how fun it would be to play at the beginning, but it turned out to be super satisfying to craft your perfect inventory for different scenarios!
- The hooded crossbow guys are the bane of my existence and have probably ended more runs than anything else I've seen so far (got to around floor 120 before dying on my best run).
- Like another commenter mentioned, a bit more feedback on when you take & deal damage would be nice. Some of the enemy windup animations feel a bit droopy, and I've been hit by things that felt like they came out of nowhere in a crowd.
- If I'm not mistaken, the overkill is based on health before the killing blow, given that the same enemy gave me a different number of levels. I think that it should've been done differently, you can't see enemy HP to know if you can finish them off for max overkill nor do you know when your 12 damage weapon is going to give you no overkill because the enemy just so happens to have 11 HP left after taking some damage earlier on in the fight.
- The shotgun and the dual pistols are extremely satisfying in higher slots once you get multiples, just start blasting at the big enemies and then thin out the crowds once they get in your way.
- Enemies feel like they have 3x the health they should, spending a minute and a half hacking away at one of the big knight enemies who's too slow to meaningfully hurt you is not fun.
Wow, thank you for the detailed feedback! Completely agreed on all fronts.
I think ultimately, the combat just needs to be rebalanced to be a bit more forgiving in the player’s favor (and having that damage feedback). Enemies having less health, quicker snappier combat, and more player health drops would really work in our favor. We set out to make Cult of the Lamb-style combat, and I think as we tuned everything to feel balanced, it all started to get a little bogged down.
Great note on the overkill! “Display Enemy Health” was one of the features that we ran out of time for despite it being pretty critical. Being able to know how much overkill you could (potentially) get from an enemy is IMO the biggest missing element from the game right now.
Damage feedback, knockback, and stun are a few of the remaining combat mechanics that didn’t quite make the cut. We had an ugly debug damage flash that we turned off, but looking back we should have just left it on. We may not do a big post-jam update, but we’ll probably at least patch in the damage flash :)
Thanks again! I’m happy you enjoyed it!
Music and sound were so stylish for this game! I loved the concept -- when you got a good weapon it was so exciting! I enjoyed this one a lot.
Very good aesthetic and artwork, the idea is nice, but I feel like the audio is lacking, it's hard to tell if you hit an enemy if you don't look closely at them, also the music can drown out the sound effects that are already there, music is banging though so it's not that big of an issue
Wonderful! I deliberately play these as pick and play without reading instructions and let me say, I got it eventually and it was very satisfying. I like the idea of balancing saving good weapons for larger groups vs using them lower in order meaning every round you will have access to them.
I think feedback effects when taking and dealing damage are needed. This has a lot of potential.
Cool music. Neat game. You might like my game too. It's a DJ Puzzle mashup /jam/gmtk-jam-2026/rate/4816765
What a creative gameplay hook! Loved the music a lot and played for a long time. The weapons where a bit hard to see/feel, that's the only feedback :)









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