I like the mechanic of spending health as a resource! The way it is currently balanced I was still able to spam shoot regardless, as the kills I got easily overrode whatever I spent. Ended up with 40+ minutes in my score before the game ran out of enemies to throw at me lol.
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Well for me don’t be afraid to play up the risk factor more! Make each shot riskier by increasing the time loss or decreasing time gain from a kill. More mechanics that interact with this system could help it feel more deep than it is too, though what that might be is up to you :)
Also being able to hold to shoot might be nice! My finger was hurting lol.
Thank you so much again for your feedback!
I’ll definitely add the “hold to shoot” option soon—thanks for pointing it out.
I’m also planning to introduce some new bullet upgrades that you can buy with time, but they’ll only last for a short while and will be a bit costly. As tougher enemies start showing up, using these upgrades will become more important, so the risk factor should increase naturally.
One example I have in mind is a fire upgrade that lets your bullets pierce enemies and burn them for extra damage over a few seconds.
I’m also thinking of adding traps and red zones near the edges of the arena. If you stay in them too long, you’ll lose time much faster—so you’ll have to balance survival and positioning.
If you have any cool ideas for bullet upgrades or new enemy types, I’d love to hear them!