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For the theme of dual purpose design I actually implemented quite a few functions into the game to support it. I suppose I should add them to the submission description to highlight them though! The health and score being combined into a single number gives the game its core of dual purpose design.  For instance let's take the action of killing enemies:

Killing enemies grants the player score which in turn provides them with health. This health is used to keep the player from dying and unlocks additional abilities for the player to use against their enemies. This little bit of emergent gameplay is only possible because of this dual nature.

I also tried to make sure every mechanic in the game at least attempts to fulfill multiple purposes. If you play the game long enough you unlock shell jumps for example. This upgrade make double jumping provide the player additional height, but also fire a ring of bullets in all directions. 

I agree with your point on the reload. The game can feel quite frantic in the later stages, and I have felt limited by the reload each time. Though the game jam submission period is over I'll rip it out and try some other methods of fire rate control.

That's a pretty clever fix for the drop pods too by the way. Thank you! :)