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Juicy juicy juicy. I didn't think there would keep being more kinds of bad guys, but behold, more bad guys.

I've never played much of this genre, but I can see why people like it so much. For me it hits that path-of-exile itch of the effects jungle. I love all the different weapons firing off and constantly playing mad on my keyboard to dodge. At first I played greedy, and then through to the boss I was scraping through with less and less time spare.

With a few playthroughs, there definitely seemed to be a range of early playstyles that all felt unique. By the time you get to the boss, though, you probably have every weapon and are just spamming the +15%ers.

Ok, the court-mandated critique. It was all very precise. Although the snappy inputs felt absolutely brilliant, constantly running circles to try to pick up a +time or worse, having them go from there to despawned just as I stepped over didn't make the game after as more just less fun to play. I think a little coyote time and forgiveness to enemy hitboxes, and forgiveness to the +time boxes would improve gamefeel a lot. You can always tune other levels for difficulty. I think by the time you get to the boss all the upgrades kind of blend together. The most "fun" one I think was just the bullet bouncing. I'm sure you're plenty excited to make new content yourself.

The inputs were fantastic though. The crisp directionality really gives me a sense of control that's important here. I loved the blorbos, and you kept incredible accessibility in the color and variety of their shapes. At a glance, I could easy tell what challenge the game was asking me to rise up to. None of it yet felt too easy or too hard. For a GMTK Jam demo, it was tuned perfectly for a couple of runs. You've kept the art style cohesive even across the UI, which is a big ask and a big plus. There seems to be room for plenty more content, bad guys, upgrades, even landscapes. I liked the contract system, though in practice I knew I had to always pick hard if I wanted a realistic shot. Maybe if instead of easy medium hard, you come upon more modifiers for path A, B and C I'd have spent more time engaging with it.

All in all, put an easy hour into this one submission. :thumbsup:

Wow, thank you so much for taking the time to write such a detailed review ! It really means a lot. I'm really glad you enjoyed the controls and the overall feel of the game. You made some great points about the pickups, upgrades, and the contract system. I'll definitely keep them in mind for the next version of the game. Thanks again for spending so much time with it !