A beautifully simple concept transformed into a very compelling experience! There's a lot more to it than I assumed at first, I could see myself playing this for a while trying to go for a high score. My only critique would be the scoring seems to only be based on the time you managed to survive which incentivises the player to avoid killing enemies in the early stages as much as possible. Pretty small nitpick as once the game gets going it's pretty much impossible to keep that strategy up. Great work!
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We had four more complex ideas and this one was the only simple one among them. We chose this theme after realizing the potential in game design from its simplicity, so we're happy that it shows in the final product.
The scoring system was too daunting from the time limit to get it right, so instead we just kept it simple. The strategy of avoiding kills is interesting, as it's also balanced out late game with wanting to heal, introducing a more aggressive playstyle. We'd love to encourage any kind of playstyle the players would like to try, so we've been thinking about rewarding player for style points to reward more experienced players in the updated version of the game.