Thank you for remembering the anniversary, kleeder (I didn't, because I don't like to look at the dates, scores or the compo page), but it's mostly just sad how many times in a row I've failed to make an appealing game for these game jams. It made me kinda moody so I went to shower to cope with it and almost cried, but stopped (I'm unable to cry nowadays)
I played it again earlier (for the first time in 3 years) to see what's it like and it's so bad for everyone. Luckily I still had tic-80 installation and the file on my computer so at least I didn't have to redownload it and risk favoriting it.
Firstly: It's very obscene but that's nothing. It's way too hectic (even in the beginning) and the average playing experience goes like this:
1) Start up the game
2) See an organ, then die (almost instantly)
3) (Confused or disappointed) Quit the game
It's honestly so bad it's obvious why nobody would want to play it. There's no motivation for 99% of the people to press "play again" after the first game over, and the rest just want to find out just how bad exactly it is (or are optimistic and up for a double-disappointment).
I hate how the game is, and how I apparently spent many weeks developing it (even had a break at one point) and even then did not see any problem?
And then even tried to pass it off as a "joke game" oh my god like holy moley (if I could go back in time I would punch myself in the face for even thinking of typing that, but just so you know, I'm not violent). The game really didn't have to be obscene. The sprites could've been placeholders and the final enemy's characteristic would've been more than enough for the title to make sense (and the double meaning could be subtext).
I tried for 20-40 minutes today (lost track of time completely) and couldn't get to the second level boss (I'm having fun with the game nonetheless), but that's considerably usual. When I playtested I think I played it for 3 hours every day just to get to the final boss once, and even then I constantly kept changing things to make the game easier and easier.
The "clappers" on second stage were surprisingly much easier to dodge than I recalled. They might have been one of the things I made considerably less difficult over time.
The second stage is overall my favorite one with the most creative ideas and the most fun to play. Mostly because it combines vertical+horizontal in an interesting manner. I peeked at the .gif and it showcases part from the third stage, those flying flashing objects with teleporting patterns are the worst, and those little walking tail guys can also be really tedious to deal with.
Then there's bulldoo like "grab this power up package" and it gave me triple points and double speed and I lost the run because of it. Clearly the speed-up is only meant for messing with you when you're playing because it's the only one you have to actively dodge. But what does that benefit? If I'm not pissed already, after an anti-powerup homes right into me and messes up my controls I surely am. It's hardly clever but I clearly thought "unfair = clever". (Except it's not unfair for me because I know when it's coming!!)
So the game does everything to make you wanna stop playing. What I should have done in the very least is put in a "99 lives" cheat. Why didn't I? It would've saved everything. Can't believe I expected many people to want to experience the game in its current form, and progress through three increasingly difficultier stages when it should've been just one. It's so stupid.
And how the music is just blatantly ripped off from the Enigma demo (with a bad solo) and it's the only track that plays during the game. Like for real, Dawg? Okay, these insults are getting dull, roast session over.