That was bizarre. Seriously, that cannot be understated. Out of Order, Stalewater, and even Ja Wizardman I understood for the most part, but this one was out of this world in a way that's difficult to describe. For this jam, though, I think that was a good choice.
The intro with text-to-speech was great. The cutscenes were random and bizarre and I still have no idea what the hell any of it means. The modifier is clumsily bodged in, but done in a way that feels like it's mocking games that clumsily bodge in a modifier. I won't spoil the boss fight, but the plural singular was hilarious.
I do feel the boss fight was a bit underwhelming given how intense the rest of the game was, but maybe that was intentional.
This game has a lot of janky mechanics. Jumping, double jumping, air dashing, vaulting, and of course shooting, plus enemies with probably complex but definitely buggy AI. I think if the goal was to deliver a game with better gameplay, it would have been better to have fewer mechanics more solidly implemented. On the other hand, for SBIG Jam it's perfect. The game is sometimes clunky but rarely frustrating and always hilarious.
Having kills restore your health like the new DOOM was a solid choice.
I did notice the tilting. Not something I generally like in games, but it works for a so bad it's good game.
The ingame tutorial was surprisingly well implemented.
The weapons are hilarious, but I do wish they were a bit more effective. The revolver is basic but okay. I'm not sure what the point of the plunger weapon is, it seems to do less damage than the revolver. Maybe it does something to the AI? The minigun is insanely inaccurate, like worse than the Halo 1 AR inaccurate. The grenades don't seem to explode consistently which makes the grenade launcher difficult to use. None of this is deal-breaking, though, and I think the sheer absurdity of the weapons makes up for a lot of their practical flaws.
I think the only real flaw with this game is that some sections are extremely stingy on ammo and I almost ran out. Because there's no melee- that seems like a weird omission given how many other things this game has- and no infinite ammo weapons, and you need to kill enemies to advance, it's possible to soft-lock yourself (unless there's some other thing I'm missing).
I didn't really notice until after I'd finished the game, but the level design is quite simplistic. There are some jumping puzzles which are welcome to break things up, but the levels are basically linear sequences of go from a to be, shoot some things, open door, repeat. I think if the game was longer, the monotony would be felt more, but in a game this short and silly, it's not a problem.
Is this the best Enygmatic title yet? I'm not sure. But it's certainly the strangest. And I still have no idea what a Thesmothete is.