This is an extremely polished game for a game jam. It took a little bit to understand what I was supposed to be doing and that I can hold down left click instead of constantly clicking. Outside of a game jam, if you're going to work on this more, there's some feedback that I have for improving this to be even more solid:
- The spin move is probably too strong as it is right now due to the low cooldown. I think increasing the time it takes before you can do it would make it more strategic on when to use it.
- Enemy projectiles are pretty hard to dodge up close. I think the speed of the projectile is fine, but maybe have a slight delay before it fires where it tracks where the player was when it's about to fire. In this way, if you're circle strafing and hitting them, you won't get hit, but if you don't move, you will.
- Speaking of enemies, more enemy types would definitely help.
- The input is a bit inconsistent for the menu. I was pressing Esc to try to back out, but that didn't work. Pressing Enter didn't select the menu choice, but I think it worked somewhere else.
- For balance, the first 2 levels felt about right with just enough tension with how much time you should spend on items vs the time remaining to get out. The problem is after getting enough items and with the enemies spawning, there's no longer any risk of losing time later on. Since this is following the Risk of Rain approach, you can copy what they did with every level you advance also increases the cost for the items. In this way, you can still get a ton of extra time to work with, but items will also begin taking a larger chunk of that time and will still retain some of the tension in the first levels on whether to buy items or leave.
- Definitely include a gallery for found items. I wanted to read the descriptions outside of the hectic gameplay.
Really good job with this!








