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Thanks for the in-depth review! I'm glad you enjoyed the atmosphere of the game, that part is my favorite aspect of the game as well! 

I also appreciate you telling me how your gameplay experience went, it helps a lot to see how your run in particular went. I do feel like the destroyable collectibles hindered many player's experiences (I like your use of the term "item hostage"), especially since the player has to frequently shift focus between dodging bullets and shooting enemies while avoiding shooting limited collectibles. The velocity definitely has to change as well, since it didn't fit well in a danmaku.

I appreciate that you were willing to play 40 minutes of my game, though! I'm glad you found the atmosphere interesting enough to keep you motivated. Have a great rest of the jam, gloriousclover!

(+1)

Indeed. If the items were to block off certain regions for shooting would be okay, but having them weave back and forth with the enemy targets felt sadistic ;)

Want to re-emphasize again how well you set the mood with the writing and the music. The game page black background green text was simple but effective. I look forward to seeing how you integrate some of those aspects into a bigger project in the future.

By the way, have you ever heard of Guardian Legend? It combined top down Zelda-ish elements with SHMUP sequences. It also had a really cool omnipresent mood of mystery since you were exploring a planet with a dead civilization. This game gives me similar vibes.

That's a good idea with the items. If I remade this game, the items would be something I would definitely implement differently (I'd probably scrap destroying items entirely since items disappear anyway when you collect them). Thanks again for taking the time to review though and even telling me what you liked about the game, I appreciate it!

Also, I've never heard of Guardian Legend before, I'll be sure to check it out!