Everything in this game is extremely polished. Very impressive! It was very fun trying to figure CURSED mode out. A few personal impressions about the stage design:
- Making the mini-boss completely immune to the 10s beam is a bit counterintuitive given that the actual boss is extremely vulnerable to it. Makes the boss fight feel anticlimactic, and also felt like a cheap way to take ~8 hearts away from the player. I don't know how to fix this within the framework, though -- perhaps the boss fight can be reworked to involve more regular enemies for healing?
- It could be made more obvious when the player dies to the 2min timer. The first few times I died to it (see immunity to beam above), I was completely oblivious why.
- The player shouldn't be able to gain as much life as they do right now from using the beam, as it renders the early sections completely irrelevant for survival -- simply beam the enemies before the mini-boss and you're back to full.
- I never really understood how scoring worked. I see that there is a multiplier but there is no indication what made the number go up or down. This should probably be explained somewhere. In the end, I got 125m (or was it 129?), which I assume is a pretty low number, but I have no idea how should I go about to improve it. Ah, I figured it out! It's just the level of your weapon. Up to 170 now. Regardless, I feel like this could be explained in the game description.
Those are just my personal feelings, and by no means criticism. This is a wonderful game for a jam regardless of all the points above. Great work!