Extremely polished for a jam game - The visual feedback on enemies, the slot machine (gun) mechanic and the clean movement and UI really wrapped this game in a nice way. Very cool "spin" on the theme, I can see this easily developing into a proper release some day!
The idea is great and of course with any type of roguelike game in a game jam, some balancing is bound to require adjustments. Some feedback I have:
- Since coins dropped by enemies are automatically drawn towards and collected by the player, it can get visually confusing when some enemies fire projectiles in a crowded room since the coins and projectiles look alike, maybe the player collects all coins in a room only once it's cleared (unless they walk over them of course).
- The dodge roll mechanic is a nice but way too abusable since its cooldown is nearly neglegible. I could practically spam it in between shots. Maybe a shorter cooldown with a potential UI indicator to show when it's ready again.
- Enemies have very high base health it feels like, even before they scale up, I was on a floor with enemies that started at half their hp and it was still taking a while to clear singular rooms with many gun upgrades.
- The slot machine gun mechanic is great but since we are able to reload any time, there is no exact tradeoff with it. I can just reroll until I get a decent combo of perks. I understand it is balanced by a limit ammo amount and the fact that you can't sit still and reload while enemies are after you. However, it didn't feel like an actual risk/reward mechanic, maybe you could force the player to use the gun they rolled OR pay a small gold fee to force it to reload (and reroll) into a new combo - this could introduce interesting thought processes depending on the current guns ammo, current gold, etc.
- Maybe it's just me but I got way too many cherry upgrades when I would appreciate more damage, especially with the tanky enemies.
Overall, great job - the style, core mechanic, and feel of the game really compliment eachother well!