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Overall good. I’m still excited for the eventual full release, but I’d like to comment on a few things.

The art, though charming in its own way, is definitely a downgrade compared to the previous iteration. The best of both worlds would be the use of color present in the new (darker, less saturated palette with bright & saturated player, enemies, & projectiles), with the detail & fidelity of the old, though I’m guessing the change was made mainly due to time?

The difficulty should definitely be raised. If aiming is going to see less emphasis, then more emphasis should be put on dodging. As is, it just feels like aiming was removed, but no compensation was made in other areas. This game should lean more into bullet hell than it currently does, with most, if not all, enemies having a projectile. As is, the game very often feels like waiting for the enemies to die, rather than frantically dashing all over the place, trying to find safe spots, which I believe is the intended play experience.

Thanks for taking the time to play the new demo and leave feedback!

I'm pretty firm on the artstyle change. Interestingly, the color palette is exactly the same as the previous art. I'm just using the colors in different ways. The change actually wasn't because of time. There were some small gameplay reasons, but mostly I just prefer these visuals. I know some people will prefer the previous art and see this as a downgrade, but there are others who prefer this and see it as an upgrade. I can't quantify these numbers, but I did have a mockup of the new visuals do very well on mastodon (compared with previous visuals falling a bit flat on twitter). I'm planning to add more animations to the levels and enemies to increase the detail and liven it up.

I agree with you on difficulty. I also want to lean more into the bullet hell side of things. I have plans to add projectiles to more of the enemies, though not all of them. From a design perspective, I consider some enemies "homing projectiles" that you can destroy with your own projectiles. Under that framing, I may need to increase their movement speed as a solution to the problem you are experiencing (waiting for the enemies to die).

Again, I appreciate the feedback and I hope you continue to play future builds and let me know your thoughts on them.