Thank you very much!
Indeed, if we had some more time we would've absolutely done ramping difficulty + tutorial levels, I appreciate the feedback!
Pretty nice experience, I feel like there's some solid foundations here. I would've liked to see some more impact from hitting bullets as shooting feels pretty lackluster right now, and there are some problems with the enemy AI: if you're too far they don't chase you, if you just keep running in a straight line most of them can't harm you in any way. It would've been interesting to give the player some more options (a dash, a special, an ability?), and make the enemies tougher in return. Increasing the skill floor (and ceiling) would make the game a whole lot more fun, in my opinion :)
Awesome experience! I really loved the music and visual change whenever a monster room was activated. Really amazing atmoshphere and vibe all around. I have some minor complaints like the default walk speed being reaaally slow and some of the monsters being stuck on walls, but those are just details.
Agreed, the game can be confusing if you don't know what to do. I'll give a quick explanation here:
There is a chaos meter (the big green bar) that is constantly increasing. If the bar fills up completely, you lose the game. In order to bring the bar down, you have to constantly complete the six microgames that are sporadically activated (you can see this by looking at the lights which turn red if you need to fix it).
There are six microgames:
Every completed microgame gives you a coin, which you can use on the three buttons to the right. These buttons will finish a certain amount of microgames for you and bring the chaos meter down.
This was a lot of fun to play! Really good core movement and awesome game feel. I was able to cheese the main mechanic though, by just left clicking a whole bunch when if was out of combat and keeping my right click permanently on max damage. Maybe only actually hitting with an attack should decrease it's damage? Either way, really good job with this!