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(+1)

Lovely entry! It kinda reminds me of The Binding Of Isaac  if the developers of Isaac just didn't give a fuck about balance ๐Ÿ˜…

I think the upgrade system works really well, and some of them are very funny! The green suggestions are great, and the orange ones frustrating ๐Ÿ˜…. I feel like the orange suggestions are completely off the rails, and can lead to situations where all 3 options boil down to "ur gonna die on the next turn" ๐Ÿ˜… I feel like one thing to consider would be limiting the effects of all the orange suggestions to a single wave  (things like drugs, or try, can be a fun challenge for a single wave but get annoying as soon as you realise they're not going away any time soon).

The boss battle is really cool, and there is a lot to like about it! The dash really comes in handy to avoid the hands, and the sudden gravity for avoiding the boulders works seamlessly. I'd say the only time it gets frustrating is when the shooting enemies arrive, and then it goes into hands/boulders, where it's extremely difficult to avoid both entities, or quickly deal with the shooting enemy, making it very easy to die.

Overall though I thought this worked really well and is a nice take on the modifier. Thanks for submitting!

(+1)

Your first sentence summs up my game pretty well.

Your suggestions to balance the orange guys sounds pretty good and I will probably use it as a base for reworking them if I decide/ get the time to do it.

Thank you for the feedback.