The first thing I noticed-- Not sure how intentional it was, was how the shooting rate (even when unstable) seemed to be in sync with the music's BPM, almost creating a sort of rhythmic feel to the whole thing. It really elevated the feel of the production, alongside the lighting effects and the cute designs. However, even putting aside the bug, I just felt like the main mechanic kind of lacks player agency. When your gun becomes unstable, there is very little you can do, and if there are bullets around it's basically just praying you don't get bounced all around. To its credit it offering you health between rooms does mitigate this (though no idea why it always does it in the roguelike three-cards format when it always offered me some combination of two hearts, or all hearts [do the blue cards mean anything different?]), but it still means you can have a plenty good run just ended on the spot. While I think iframe dashes can be kind of a "generic" design idea in this kind of top down shooter, in this case something like that that you could do mid-instability to give yourself some defense in a pinch would've helped a lot, or just some kind of defensive maneuver altogether to give the player more control. Overall, though, pretty charming experience! You've got a lot of potential.
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Heyy, thanks for playing!! All the feedback is really appreciated! <3 (sorry for the late response though) The different colors of the upgrades and heals are just to indicate its rarity (white - common, blue - uncommon, purple - rare, yellow - legendary) So that's why the blue heal is more powerful than the other for example.