@antti-haavikko Thanks for the feedback!
I agree that the AI was unbalanced. If I had more time, I would have given the soldier guys some random spread and tweaked the bullet speed, but their main purpose was to force you to hide behind things. My main combat premise was to have a player with a close-quartered weapon, and enemies with ranged weapons, making the game purposely difficult. Even though there are several unbalanced aspects, frustrating parts, and areas with broken AI, I think the difficulty turned out fairly well in the end.
The game is definitely possible without any of the special abilities, but they give you more options for completing the levels, which gave it some variety. For example, there were several situations where you could bait the enemies to coming around the corner and killing them, but you could also use the hook to grapple to them before they can kill you, throwing acid on them the second you reach them. The ice thing bounces off of a wall once, then turns into a barrier on the second collision. If you shoot it straight into a wall, it will bounce back to you and give you a barrier that can be used to hide from the soldiers for a few seconds, but it isn't very useful as I made the lifetime too short.
The respawn timer was there because the death screen was very last-minute and I thought it would be better than just re-loading the level without any transition. It would have definitely been better to have a screen that fades in quickly, and can be closed by pressing a button, fading out quickly.
The art was definitely rushed. I only really had time to draw one interesting tileset (the hex one). The arm thing was just set-up for the alien-abduction premise, to give the character motivation for killing the aliens. The (very pixelated) nudity was there to add some level of ridiculousness to the game. Often LD entries can be pretty boring to play for, so I tried to add a few silly things to make it more entertaining. The flashlight was really there because having a large number of fixed lights looked really strange in the maze area (you may have noticed that sometimes shadows bleed around the corners into lit areas, this was everywhere).
If I had more time, I definitely would have changed the text system. The scroll bar was just a built-in feature of Godot, so I figured that I would just leave it with scrolling instead of having super-small text. If I had more time, I probably would have put some pulsating arrows to indicate that you can scroll in any available direction.
Sorry about the heart placement, I should have probably given them an outline. I tried to place most of them on blue tiles.
The red tile level was pretty rushed (you may have noticed that two enemy sprites at the end weren't even actual enemies as I didn't have time to test the level to find that out). I wanted something red-color-schemed and couldn't think of anything more interesting that a rush level. The last item, the red dust storm thing, teleports you out 90 degrees counterclockwise. It was meant to be used in that large room to get out quickly, but the AI got kinda stuck, so you could just walk past them in the end.
I put most of the sound effects in at the last 20 minutes or so, so I wasn't able to cover everything I wanted. I would have liked to place some footsteps and more weapon sounds to help with the guys that hid behind corners. Unfortunately, I don't have any experience making music, and my game-jam-related ambient sounds have ended up pretty bad in the past, so it was probably for-the-better that I didn't include them this time. :)