Nexcidium by keanutah

This game is a vertical shooter wrapped with a fairly dark story. It's not designed to be very hard - the whole game can be completed in ~5 minutes or so.
Thanks for checking it out, I had a good time making it!
Story
The year is 2098. Earth's human population has reached 15.2 billion. Under pressure of dwindling resources, the government passes the 'greater good' act. Under this act, families are paid to voluntarily terminate a loved one. As a government worker, your job is to carry out these terminations. The method of choice: 100mg 'nexcidium' injection.
Controls
- left/right arrows: move player, selection
- z/x: fire, make selection

| HTML5 (web) | https://epbarger.itch.io/nexcidium |
| Source code | https://epbarger.itch.io/nexcidium |
| Original URL | https://ldjam.com/events/ludum-dare/44/nexcidium |
Ratings
| Given | 44๐ณ๏ธ | 4๐จ๏ธ |
I think some difficulty tuning will be done once the rating period is over :)
Interesting use of the theme, and charming pixel art.
I dig the whole package. graphics, sound, intro, style. congrats!
It's so funny that people aren't realizing you can shoot! I knew I should have added a 'controls' indicator to the game.
I've updated the itch.io page to make the controls more obvious ;)
nice story, and well packaged
Made it to the end!
The shooter is simple but the skill selection is nice. What really drove me is to know the end of the game, so, that's what I like in a game :)
The rapid fire is a bit OP, but I think it would have spoil by experience to increase the difficulty. Really interesting entry!
100% agreed that Rapid Fire is OP! I wasn't really able to balance the game in the time we had, and opted to make it fairly easy so that most players could finish it. But yeah, Rapid Fire is definitely the first power up you should acquire.
I might explore this game more post-jam! I have a few ideas on how to expand it.
One minor nitpick I had is that because I was so focused on my player and the incoming obstacles I never really was able to keep an eye on the progress or health meters. Maybe there'd be a way to represent that information closer to the player so you don't have to lose focus to see it?
Again, well done and I'm glad I played it through!
I'm currently working on addressing most of these critiques in the post jam version!