doctor concoctor by Aurel300
The doctor, with his trusty concoction-shooter, enters the futuristic ruins of Platlantis, occupied solely by platypus-inspired machines. Can you survive 4 floors of lightly-bullet-helly enemies as the concoction becomes more and more unstable?
Throughout the game you can collect items which will modify the stats and effects of your bullets in various ways. However, every item collected increases the unstability chance, which determines how often entering a room triggers an adverse effect.
Play now (Web) | Soundtrack

Controls
- WASD or arrows to move
- Mouse to aim
- Left click to shoot (you can hold the button)
Right click or space to dodge
P to toggle sound effects
- O to toggle music
- I to toggle hard mode (only on the title screen)
- U to toggle fullscreen mode

| Web (itch.io) | https://aurel300.itch.io/doctor-concoctor |
| Web (mirror) | https://ludum.thenet.sk/ld49 |
| Original URL | https://ldjam.com/events/ludum-dare/49/doctor-concoctor |
Ratings
| Overall | 208th | 3.947⭐ | 21🧑⚖️ |
| Fun | 55th | 4.158⭐ | 21🧑⚖️ |
| Innovation | 524th | 3.526⭐ | 21🧑⚖️ |
| Theme | 293th | 4⭐ | 21🧑⚖️ |
| Graphics | 207th | 4.263⭐ | 21🧑⚖️ |
| Audio | 79th | 4.132⭐ | 21🧑⚖️ |
| Humor | 542th | 3.267⭐ | 17🧑⚖️ |
| Mood | 236th | 3.917⭐ | 20🧑⚖️ |
| Given | 35🗳️ | 2🗨️ |
I really like art here
My main complaint here is it was very unclear to me most of the time what each new upgrade was doing for me, which cheapened the feeling of upgrades a fair amount. Sometimes it seemed I just got greater damage, but without health bars or any indicators even that was a bit hard to judge. This is doubly true for the end-of-floor rewards, where I got to select from three options, but pretty much just had to choose blindly. I would love to have felt like I could steer into interesting combos at this stage!
Overall though, just treating the upgrades like a basic progression system that I couldn't control, the game worked really well. I played for quite a long time across several runs, and I enjoyed each one. Very polished entry and very complete. Well done!
If you’d like to rewatch the playthrough, you can find it here:
https://www.twitch.tv/videos/1173738676?t=1h25m48s
Good luck on your ratings, see you next LD! :D
💜 Elysia Griffin AKA Button Feedback Lady
https://www.twitch.tv/elysiagriffin
I liked the many enemy types and the randomized levels. Great work!
My main problems are that I have no idea what any of the items I picked up did, it was sometimes a little hard to see the platypus influence in the beautiful platypus bots, and it doesn't really seem like unstability made much of a difference? Like, every room had a new effect anyway, so I just kept picking up the items. Still, it was a fun little bullet hell! I only made it to level three (four? it's all a blur but I think the floor was purple) before I finally got out-bulleted. Don't really think I'm the right type of skillsetted player to try again since I don't really feel like any of my choices are informed decision. Like, I picked up Scrap Metal and bullets started coming out of my ass, which was great when "aim backwards" showed up, but WHY did Scrap Metal do that? The item descriptions are all so cute and quirky and I love them, but absolutely do nothing to communicate to me what they might possibly do.
Music and audio is fantastic - I love that it just sounds like I'm shooting a Nerf gun of some kind. Level purple's soundtrack is a little obvious when it restarts calm version versus battle version - felt a little stilted every time I entered a new room then defeated the enemies.
I also love the contrast of the enemy bullets versus the player bullets, as bullet hell games often confuse me in that I can't tell my own bullets apart from my enemies; but I also worry the pattern of the bullet animation may not be accessible to people sensitive to flashing lights, especially in rooms where "Darkness" is taking place. (Speaking of which, I love that darkness occasionally faded in the layout so you could tell where you were going but still had to put up with everything in mostly the dark, rather than just blind tripping and fumbling. Fantastic QOL design there!)
Overall, absolutely amazing work. Really good job on the whole thing! Just absolutely stellar :smile:
The instabilities were very fun to work with!