Pretty interesting spooky(ish?) game. I'm not normally a fan of spooky games, but the art style didn't make me think it was. The spooky music did unnerve me though. It contrasts quite a lot with the art style with wacky looking monsters. This sort of juxtaposition is present in quite a few media out there, so it can certainly work (it did unnerve me, so I guess it did?) If that was the intent then I guess I can report that it worked for me!
Gameplaywise, I'm not too sold on it. The variety was too little to keep me hooked, although I felt there wasn't much else to the game past the first green blob boss monster. The enemies seem to scale faster than the player, which further makes it more difficult to tell if I'm even progressing at all to warrant upgrades. Speaking of upgrades, I wasn't sure what the difference was between the weapons. Even if I did notice a difference in damage, I wasn't sure if it was because of a damage upgrade. I don't know if I'm missing something in that regard, like a statistics somewhere.
Controls seem simple enough and reasonable, but the lack of feedback on attack animation makes it hard to tell when a creature is about to attack or if my attacks were registering. As what others have said, I'm even a single keyframe of 'attack' would be a huge improvement!
Regardless, good job on getting this much in such a small span of time! I know it's not easy... especially after being on several jams it can really stress one out a lot! I hope my words were not too harsh; I only intend to be as honest as I can. Good luck on your future endeavors!
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Thank you for the feedback! I fully agree that some form of animations are needed for player attacks etc, as well as weapon stats. Sadly I did not have enough time to complete it. Boss variety is not something that I considered in all honesty, but looking back it would definitely help. I was going for a liminal space-ish/clinical art style, I'm glad the music helped haha