Not too shabby for 12 hours, but it does really show that this was made in 12 hours lol. Would've totally had some proper obstacles around if it were me. The intro cutscene was very silly though.
Linktober
Creator of
Recent community posts
Honestly kinda rad having the game balanced around completing it without any mutations. Getting the extreme endings (best / bad) was all about compromising to make your play style work. Really cool concept and execution.
I did run into a few bugs here and there though, particularly with combining some mutations and some shield mutations sometimes turning the shield on? I also don't particularly think it makes sense to unlock shield mutations before you're supposed to have one.
Very fun entry though, good job.
I also agree a lot with those below, love the idea and wish it was explored a bit more. I think a score system would've gone pretty rad with the mechanics if ricochets and consecutive hits before firing again were rewarded. Only bug (?) I encountered was instantly winning after I set the difficulty to hard and shell speed to 10 :P
Otherwise yeah, enemies were very tanky (my arm hurt by the end of the game lol) and I wish you could skip the intro on future playthrus. I really like the idea of modular gameplay in the settings, but I wasn't too keen on doing the intro another time. It's a very cool shift in perspective, going from slow to fast, but still tedious nevertheless.
Really like the looks if this game, and I really dig the idea of a "rage-game" with progression and backtracking. The jumps got shorter and easier as you got more upgrades, and that's an aspect about games I'm a big fan of that I feel rarely gets visited. Kinda wish there were a few more rooms to use the final upgrade on, but other than that I don't have many other notes, good job!





