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(+1)

I agree with this feedback. It is an interesting concept that I've seen a few times this Jam, but like some others I've player - if there is no gameplay need for player doesn't need to engage with weapon switching (e.g. limited use, enemy weaknesses) then the core mechanic can be ignored. The rest of the game was well implemented in the time allowed.

there were plans to have a score multiplier for switching weapons often, but there wasn't time