As I said on #gamedev, this is just a massive blob of fun and amazing mechanics! Even though I'm more of a WASD guy, it's been a long time since I had so much fun. Thanks Donitz!
Incredible for a jam game! Very well polished, good looking, the level design was probably the biggest strength of the whole thing.
The way that the upgrades are all very interlinked to basic shooting, but slightly augmented, initially put me off since I didn't feel that the enemies really challenged you much to use these mechanics (and I still do) but they worked great for the frantic mixture of puzzle and combat in rooms with buttons and they coalesced into something really special in the final boss.
*Spoilers for final boss/ending ahead*
While I enjoyed the final boss, I think it does represent a bit of a difficulty spike, and more importantly it kind of underutilises a mechanic I feel. The laser bots kill you in one hit, and they are not spaced very far apart, so the only strategy i found viable was to very aggressively kill them as they spawned. In doing so, i had absolutely no reason to use the shield feature of the mines. Making the laser bots unkillable, but far less deadly and frequent, would make the shield a more important part of the fight I feel, and make the fight as a whole less about controlling adds.
I also didn't understand the point of the timer. From the get go, the idea of the entire game being on a timer is really iffy - it creates good tension, but if you run out of time and lose the entire game, that just sucks. But the timer doesn't tick down to 0? I'm not sure if there is a story reason I missed, but it seems like a bit of a cop out? I'm happy it doesn't actually count down to 0, but i would remove it alltogether.