Hoarder's Remorse by cartmouse
Items are tools, but they're also life. More items = more power, but peril awaits those that run out.
Controls
- Aim with the mouse
- Left click to throw a bomb
- Right click to activate the selected item
- Tab to cycle through items
- WASD to move
- Can also throw with arrow keys
Info
The more items you collect, the more powerful you become. Damage multiplier and AOE radius are shown on the left.
Items
Bomb
Deal damage when thrown

Thorns
While active, become invincible and deal damage to enemies on contact

Slow
Slow everything but yourself

Magnet
Draw loose items towards you

Decoy
Trick enemies into following a copy of yourself

Ratings
| Overall | 290th | 3.635⭐ | 28🧑⚖️ |
| Fun | 248th | 3.577⭐ | 28🧑⚖️ |
| Innovation | 508th | 3.058⭐ | 28🧑⚖️ |
| Theme | 624th | 3.212⭐ | 28🧑⚖️ |
| Graphics | 480th | 3.481⭐ | 28🧑⚖️ |
| Audio | 216th | 3.596⭐ | 28🧑⚖️ |
| Mood | 417th | 3.519⭐ | 28🧑⚖️ |
| Given | 18🗳️ | 30🗨️ |

I like the assets you put together here. The look & sound of the game is clean & consistent, and the soundtrack matches the action well. The one-screen structure keeps the scope small, and you've got the boss encounter for a change-up. I like the arrow aiming indicator too, it's a nice touch that I've liked in other games too.
Gameplay-wise, the mechanics are pretty familiar. Moving to group enemies is normal twin-stick shooter kind of feeling. The active items you trigger are neat, but I didn't end up finding much need to use them. (some are quite strong, though. The spike item makes you immune to contact damage?) The game's scaling took me out of control pretty quickly, so I didn't end up needing to use something outside of normal bombs after a little while.
Maybe throwing in one more type of enemy with different behavior would have given me use cases for the items. Since the ones we've got always chase straight at the player, maybe having some that launch projectiles in a static pattern (not directly targeted at the player) would create some extra interest & tension when the player's trying to kite the swarming bad guys. There's probably a lot of ways to tackle this, though, and battling time constraints is always a challenge.
A minor additional note:
For my personal taste, I think making the game have a definitive end (rather than scaling to infinity) feels good for a jam game. Even better, throwing in a little timer or something like that gives players a feeling of completion, and maybe sparks a bit of competitive spirit in folks.
If you've got the time, throwing an exclamation point at the end of a short-and-sweet experience is my preference.
But that's a matter of personal preference. Again, good work with the spread of assets you made, the scope you selected, and the way you pulled it together into a complete package!
I killed a lot of slime and slept peacefully last night.
Congratulations.

For the SFX I recommend trying to set a lower _Max Polyphony_, like 6, on each of your _AudioStreamPlayer_ assets. The growing audio of 100 enemies dying at once might be fixable by limiting how many simultaneous sounds can be played, or somehow capping the maximum volume to protect your players' eardrums.
Also, one quirk of the in-browser build was if I click away, I have to use up a bomb to gain focus on the game again. Giving unlimited practice bombs at the beginning was a great idea too.