I'm the programmer. This is probably the best feedback we'll ever see. About the multi-projectile thing, yeah, you're absolutely right. We had no ideas for how to make the big guy's projectiles unique except for just making them bigger and manual-fire. The navigation I can't really take credit for, I'll admit, it's just some A* Unity package I installed and let the artist mark the wall collisions. The art was absolutely a result of our lack of time management as 2x'ing the background, for example, was one decision we made for time; after Yeofoxeon had worked with the isolated tilemap without foreground context. Most of it came down to us thinking the simple idea was actually finished, and realizing too late that some things really needed the playtesting we didn't have (e.g. sloppy combination control and map visibility).