Thank you!
Yeah I didn’t have enough time to balance the last bit, though it is a bit similar to what I intended. I wanted the final boss to basically be a final check to see if you have enough health, speed to beat it before the wall catches up, and fire power to get rid of its health and mini versions.
I actually set the code to guarantee the first option after a certain number of level ups to be a health upgrade, since I knew that would probably end up being the main issue and I didn’t have enough time to implement a fully distinct ‘level up’ progression like I wanted too.