Overall very well put together game but as others have said it’s missing just a few details to feel solid.
A few more notes:
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For these type of games it’s always a good idea to give the player some sort of aiming indicator like a laser sight. Without that the player has to look for the mouse cursor to determine where they’re aiming which becomes more of a challenge as they have to keep track of an increasing number of enemies on screen as the difficulty ramps up.
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Differentiate the weapons more by changing the color and shape of their bullets. Each weapon did different amounts of damage but this wasn’t easy to visualize and wasn’t clear at the start of the game. If stronger weapons had larger bullets or something to indicate power, it would’ve been a lot more intuitive. You could also make the aiming indicator of each weapon different to better communicate how they work.
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Add something to the environment to keep the player focused on where to go. In a large open arena, the player just moves randomly in any direction until they hit the end. In Vampire survivors, the map has collectibles that are really far away which gives the player a target to move towards. Collecting each pickup takes a lot of time due to the distance but it gives a sense of direction in a large flat 2d world. I just ran around dodging enemies until I hit the edge of the world and then changed direction.
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Give bosses health bars. The first boss was confusing because I couldn’t remove it’s shield completely. I thought my goal was to kill the shield so that my bullets could reach him but the shield seemed to keep regenerating. It felt like I had to just hope my bullets got past the spinning shield which felt kind of glitchy or like I was supposed to cheat his shield mechanics. The lack of a health bar also made it difficult to tell if I was doing the boss fight properly since I had no feedback for my attacks against it.