Thanks for the thoughtful review! The idea behind the left choice on death is that you can bring over half of your power (all gun upgrades, or all passive upgrades) for the next attempt, but I found it difficult to communicate. Same goes for the shop stuff - balancing upgrades being interesting enough with keeping the pace up was a challenge, not something I was particularly happy with how it turned out. I'll be checking yours out in just a second :)
Hey, thanks for the reply! Right, now that you explained it it makes more sense and I can see how it can be interesting but also hard to communicate. Maybe something simpler and more immediate like "choose one upgrade to throw away" could've also worked. For upgrades I think that if they just had used a larger font and a shorter description as well as a simple icon to make them more memorable it could've been pretty good! But it's a game jam after all so I understand that it might have been hard to manage to add in time. Also, thanks for checking out my game in return!