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(+1)

There's some cool stuff in here. At first I kind of rolled my eyes a little bit at "use the blue weapon on the blue" etc. rule, but then when I saw that we were upgrading each weapon independently it felt like a more interesting idea. I appreciate that when you get to the minigun the little moment of spinup makes the weapon a little harder to use. 

I'm not sure we needed the player to be one-shot-kill for the game to work.

I think the mechanic of needing to prioritize one enemy type to upgrade the "lagging behind" weapon was personally more interesting than "you can't shoot blue with red or vise versa" [which would also be harder to justify in a larger game too; it makes sense quite quickly mechanically but it would be hard to tie into a theme/backstory beyond colour coding... this is why elemental stuff is often easier to do in fantasy than SF, I think]

Thank you for the feedback! 

I had briefly considered simply making each weapon less effective to the opposite colour, but part of the core concept I wanted to include is a risk-reward relationship with higher level weapons, meaning a fast-firing but inaccurate weapon is technically better at taking out crowds of enemies, but also riskier to use because there's a punishment for mismatching weapon and enemy colour. 

Focusing on the sacrifice mechanic seems like a good direction for future versions, a lot of commenters seem to like that segment of the gameloop "chain" ;)

As for the narrative justification, I have a sci-fi concept in mind involving hard light fabricators which would also explain your weapons magically upgrading mid-combat, but telling that story was beyond the scope of this jam entry, especially with such a small team.