How to be Interesting in Ten Seconds or Less - Enhancing a Genre With a Concept in Shutshimi

Ten seconds is not a lot of time to get a player's attention. It's not a lot of time to set up a challenge that doesn't make the player feel like they're just being thrown into the middle of chaos. It's not a lot of time to play some music and make it catchy enough to enjoy. It certainly isn't enough time to change up shooting mechanics and gameplay, too. So why did Neon Deity Games try to do all of that in their silly shmup Shutshimi: Seriously Swole? More importantly, how did they get it to work?

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