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: