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This was pretty cool - and bonus points for making this on a literal GameBoy. Took me a little while to figure out what was going on and why I kept dying until I read the description like an intelligent human being. A very clever concept, very tricky!

I found I basically wound up mashing B and A at all times. It's not necessarily bad, but it means there wasn't really an interesting decision there - I always want to be shooting and switching between ghosts, the interesting decision is where do I want to be and which direction do I want to be facing? I think some of the ideas discussed below where you can't switch or shoot as often would be good, but there would probably have to be fewer ghosts (maybe 5 to 9, in keeping with the apocryphal rule of thumb about working memory).

The ghosts are actually already limited to 8 at a time :P The Game Boy can have 40 objects (read: anything represented by a sprite) in memory, but it can only handle 10 sprites on any given line. The player and the bullet are both sprites so I capped ghosts at 8 so I'd never have to worry about it.

That said, having it feel good is a lot more important than hitting a specific target number, so that's definitely something I'll have to play with when I go back after the jam and tweak it.

What pains me is that I even considered capping your switch speed while I was developing the game, but the only playtester (me) didn't end up playing in such a way that it was necessary. *sigh* It's like I like to say: Show me a game dev who says "damn, we have too many playtesters" and I'll show you someone who forgot they promised food.