Jung Guns by vickles
Delve in to the depth of the human soul with this therapy / gunnery simulator.

Note: There is an occasional crash when returning to the main menu (after death or victory). It shouldn't impact play.
| Link | https://vicklesort.itch.io/jung-guns-ld48 |
| Link | https://vicklesort.itch.io/jung-guns-ld48 |
| Original URL | https://ldjam.com/events/ludum-dare/48/jung-guns |
Ratings
| Overall | 412th | 3.5⭐ | 22🧑⚖️ |
| Fun | 634th | 3.025⭐ | 22🧑⚖️ |
| Innovation | 602th | 2.95⭐ | 22🧑⚖️ |
| Theme | 142th | 4.05⭐ | 22🧑⚖️ |
| Graphics | 42th | 4.3⭐ | 22🧑⚖️ |
| Audio | 450th | 3.125⭐ | 22🧑⚖️ |
| Humor | 136th | 3.447⭐ | 21🧑⚖️ |
| Mood | 272th | 3.556⭐ | 20🧑⚖️ |
| Given | 23🗳️ | 4🗨️ |
Even though it's very tongue-in-cheek in nature, the game is super tough (at least for my old man reflexes) and requires some strategy to beating each enemy, which is very welcome in a shmup. Congrats!
The art is amazing as well, reminded me a bit of Monolith.
If you're looking to improve it for future versions, I noticed that the audio levels dropped when a notification sound popped in my browser (Chrome, Windows 10).
This shooter is way harder than my game. I didn't make it to far because I too have the "old man reflexes" :-D
Art is good though, and the game looks fun (if shooters were my thing). Good entry!
ps: also love the "Jung Guns" pun!
also, the shooting sound was pretty obnoxious,too screechy, i ended up just muting.
The art is really really good and the sound design too. I like the patterns of the bosses, and the small story on top.
Like some others, I felt the game was a bit difficult in a somewhat frustrating way, especially regarding the hurtbox size of your "ship". Hurtboxes are usually super tiny in shmup and it felt weird to get hit on the edge of the ship.
Great job anyway this is a super solid compo entry 💕
I managed to get through to the end on my first attempt, but only barely (I chose the green ship if that makes a difference). Between the movement speed (which was far, FAR too slow in my opinion) and the ship's big size and hitbox, there were plenty of times when getting hit felt nigh unavoidable, and I only survived the last boss by burning through a lot of health (as well as surviving a few close calls with my danmaku skills). The intensity could've been ramped up quite a lot higher if you could move faster and graze bullets more closely.
I suck at bullet hell games though, so I didn't make it to the end. But the second boss hinted that you made each enemy represent some deeper traumas or other topics to discuss with Jung. Props to that idea.