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I feel like the skull will do all the job for me if I just let it bounce. Getting trapped in a corner always means instant death due to the lack of i-frames after getting hit. More than one enemy type would show good design, but well, we had two days. It's impressive enough that you got a working roguelike. Also I like the kinestetic bits like screen shaking when hitting enemies.

It does get tougher, especially at the boss rooms, where you have to use the knockback from shooting the skull to help dodge, but I definitely see your point about the skull doing all the work for you. If I had more time I would've balanced and set max values better