Thank you for taking the time to play my game and to leave a comment.
Yes, I agree that it lacks depth. There were going to be secondary abilities based on age and would have cost time or flip charges: healing for the young man for time; damage reduction for the middle-aged man for time cost; screen wipe for the old man for a flip charge (though flip charge drops would not drop from enemies defeated in this manner).
Thanks about the comment about the hourglass and the man getting older on screen. I wanted the timer to have some additional impact on gameplay beyond a game over, so the idea of the character getting older with age came about. The man was originally intended to be a wizard, hence why he becomes stronger with age!
I agree that the lulls between waves is a bit noticable - the gear spawns are on a set timer. I wasn't able to test the balance between the gears and the player, and as there wasn't a method to replenish health, I lowered the damage of the gears and had a longer wave timer to give the player more breathing room. In hindsight, I should have programmed in something that shortens the time between waves when there are zero enemies on the field.
I wasn't able to wrap my head around how the boxcast method was working, so I didn't implement something that depicts the attacks' range for fear that it would be inaccurate (and the deadline was looming and I needed other mechanics).