Apart from changing the control scheme from WASD to ALspaceF7, there's nothing really original going on here. There's a lot you can do with unorthodox controls beyond a pickup score based game so have a think about your game's core loop and see how that can be improved. Pickups have values attached to them, so from the player's perspective they need to have a reason to pick them up in the first place. Take Sonic the Hedgehog for instance: rings serve as a way to survive in a given level (get hit, lose the rings, then perform a small minigame to pick them back up before they disappear!). This is a short term value, but there's also a long term value attached to them. Gather 100 rings and you get an extra life. Your pickups have no real value in relation to progression because they just give you a score. If a player doesn't care about their score, and only want to complete the game, then they can just ignore them and go straight for the goal