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Cool concept but if I wanted high score I won't switch weapons. You could add a level system and have the weapons randomized each level. Also, you could implement a system that forces the player to switch between weapons. It could be something like, when spending 1 bullet with mouse weapon, recharge 1 bullet of keyboard weapon, obviosly depending of which weapon you are using.

As an aside, the "play again" button doesn't work. If you haven't solved it yet, it could be a Time.timeScale is set to 0 or a panel or something that is blocking the button raycast. Or that you forgot to add the OnClick method to the button. Anyways, good work!

Heheh, yep it was a panel that was blocking the button raycast -- we figured it out after the deadline, but oh well :')

Your recharge system idea is really cool :o we considered putting the mode swap on a timer, but your idea gives the player a lot more agency, which is great! I think ideally we'd get to a place where switching weapons is optimal for a high score, but I agree that the weapon balance isn't there yet.

I'm curious, which mode would you stay on for a high score? We've gotten different answers from different playtesters (though one tends to get more votes than the other ^^), so I'd love to know which one you felt was better!