This had really good game feel, from the music and sound effects to the particle effects to the screen warp. I appreciated that the bosses did not have some giant attack that was hard to dodge. Good message but I did not feel like it came across that well in the game. I think you should lean more into it and really make the levels feel unique in a way where you are conquering your emotions. Maybe instead of buffs, each level gives you debuffs and then some buff at the end. For example, maybe anxiety makes you slower but if you get past the level you get faster than you initially were.
Viewing post in Cerebellum Turmoil jam comments
It's like you were reading my mind lol The intention was to push heavier into the story element and make the gameplay mechanics reflect that. I didn't get to add the intro, but you would start of in a typical twin stick shooter, super over powered, but then you'd get overpowered at the end of the level. Causing your mind to fragment into the different levels. Each level would be conquering those emotions you felt, regaining your abilities, and eventually taking on the first level again, but this time conquering it since your emotions are in check. It was pretty ambitious for a week lol