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I think you have a very solid foundation for something very engaging here.

The graphics, the world you created, the character movement, it's all gives a nice feeling and is very well executed. And that music man, OMG, it's so freaking awesome when the beats drop.

I think where the game false a little short is on the variety of enemies and the lack of control over the weapons. I really wish I could change between my weapons, decide which one to use for crowed control and when to switch cause I'm running out of ammo. I also found myself wanting to be able to move more, like having a dash or a slide that would allow me to speed up or maybe get behind the enemies.

Like I said I think it's a very good base for something that could be so much more! So kudos on getting that to that level of polish on what you were able to jam in the month! I'd love to see a further release!

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Thank you Foolbox, your game was also one of favorites in the jam. Hit me up sometime if you're looking for a collaborator, I somehow think we might be a good fit.

I knew I was taking a risk with the weapon cycling, but I wanted to do something different than mapping to 1, 2, 3 + standard reloading where most players pick a favorite weapon and just stick with it. I hoped this system would encourage players to freely spread their upgrades around. I tried to balance the cycle so that you'd alternate between rapid fire and single fire for the reason you mentioned, wanting to crowd control versus pick off specific enemies.

One way I wanted to expand the weapon cycling system but did not get to in the allotted time would be at a certain weapon level, you'd unlock a special ability for each weapon, such as an Area-Of-Effect EMP blast for example. Using each gun's ability would instantly use up a lot or all of the gun's ammo, allowing you to cycle faster while also increasing your sense of progression. It'd also have the effect of turning the individual Ammo bars into a sort of Ability Cooldown timer. Does that sound interesting enough to you to make this unusual system worth it?

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Thanks again! It could definetely be interesting to work with you, but I've recently switched to Godot, I'm not sure you're ready to actually come to the dark side ;)

I think you have the right mindset with you're weapon cycling system. The big problem right now that I see is that you can easily just shoot at a wall and make it so that you get the weapon you want. Maybe mixing the purchasing system with the shooting system could be an interesting way to prevent that? If you shoot, you loose money? And then you have 1 base gun that doesn't cost anything, just in case.

I like the idea of the power for each weapon, I think it could add a lot to the gameplay. I'm still just not sure if it would go well with the cycling weapon system. I think the game would need to have more enemies and different type of movement to be able to really test it out and see if it's fun or not. That's kinda the hard part with prototyping a game sometime, you don't really know if something is actually fun before trying to make it :P

I'd be open to discuss more about it, you can join my Discord or join my stream on Twitch tomorrow or later this week!

Hmm. Maybe I could add a button press that quickly drains the weapon, I agree shooting at the wall to rotate to the next gun you want feels a little goofy. I suspect the design of weapon cycling with abilities might work because, well, and I almost hate to say this, but it's kind of getting sort of close to Vampire Survivors at that point. Lots of abilities rotating through on cooldowns, I'm not trying to be particularly difficult in mowing down mobs, would rather have it satisfying and a high body count, in the direction of Diablo. I was also thinking maybe between levels, the player could re-organize their gun line-up, allowing some player customization while still retaining the unique roulette mechanic. Things to think about. Anyhow.

I actually started my 'game dev journey' with Godot 5+ years ago. I think it's a great project, best part imo being how fast it is to iterate in. I share the hope that one day it becomes The Blender of Game Engines. Being painfully honest, the truth is I just like making games in Unity better, and it's hard to put a finger on why, because I think the engine absolutely has real downsides, without even getting into the company behind it. If I switched again, I'd probably invest a year into exploring Unreal 5 at this point, just to broaden my horizons, but I enjoy dipping my toes into a Godot project for a Jam with other devs every now and then.