A nice room shooter that had just the right amount of enemy types to enhance the experience, though the mechanics make finishing a level feel less rewarding-when you have to slowly try and travel to the next room+reload.
- My favorite part is the enemies, there's the right mix of types there to give you low and high priority targets, and mines to potentially try and take advantage of.
The sound/music/particles etc came together well to help give the games presentation personality as you played it which helped improve the overall experience too, the bloom/monitor lens of the field was just short of being too overdone so it didn't feel tacky like it sometimes can.
- I can see the appeal of having the rooms stretch top to bottom to be symmetrical, but The HUD at the bottom could end up hiding you and/or the enemies which wasn't great.
And though part of the games concept, it would be good if after defeating the last enemy in the room your encumbrance was ignored, so you didn't have to so slowly try and reach the next level. There's no enemies for the risk/reward of weight to play out, that made the finish of a battle feel a bit anticlimactic.
It would be nice if when an object to pickup was highlighted, it also popped up how much storage it would cost you.
A smaller thing, but some of the weapons have a shooting cooldown, it would be nice if a simpler bar color expanded and disappeared to indicate you could shoot again-similar to how the reload bar shrinks down.