Well, the main thing is that you probably shouldn't get your sprint bonus when you're recovering from a hit; that's a simple oversight on my part that makes the intended ways of surviving a mistake long enough to recover (namely dodging and blocking) completely superfluous. The other thing is AI improvements, which is a little more complicated, but nothing impossible.
I do have a pretty decent idea of the final overall game flow; with the orb leading you through ~5 procedurally generated levels/areas of ~5 waves, with a boss fight/wave at the end of each.
I know I'm gonna want both sections where you have to split your attention to defend the orb and sections where you only have to defend yourself, which is why there's the mode select in the current prototype. The finished game won't let you pick in regular gameplay.
The things I'm still not sure of is stuff like "how smart should the orb be" and "how do I wanna implement a damage system for the orb".
I think I probably won't have any use for the orb-attack-only mode in the finished game, but it's there for testing purposes for now.
I do have ideas for unlockables, but it'll probably be lore/backstory and costumes/cosmetics, rather than character progression.
But all that's way in the future right now. I got basic mechanics to implement, like y'know, walking animations.