The basic ideas meld together really well in my opinion. There’s some QOL I think might be useful to implement that aren’t quite covered in the final(?) unlock menu.
My pet peeve at the moment is that you can’t set a criteria for using up metal, say in a successful run I need grenades level 5 to use up all my time, I need to manually swap up to that level and then swap back to maintain a stream of upgrade material. If there was another option prior to the expensive one that fixes this issue, I’d greatly appreciate it.
Aside from that, surprisingly solid game for a game jam. Well done!