>What are you going to do to differentiate your game from luftrausers?
I want a gameplay run session to be longer and have more variety to it, and add more meta-progression like unlocks and achievements to pad out the game time.
I was thinking of adding upgrades like in roguelites, but I don't think "numbers go up" upgrades work really well for this type of game to the point of shooting million bullets per second. But on the other hand too small of a change wouldn't feel satisfying.
Jet Lancer and Hyperspace Dogfights already have this and I felt the change to gameplay is too small. To me it feels boring to get these "upgrades" between waves (also you often get pointless upgrades that work for stuff you don't have).
I want to have a some big change that flips the gameplay by 45 degrees and requires player to adjust, like having to switch weapons between waves or changing enemy types to require different movement patter or something.
But who know, I don't really have a precise vission. My dev plan is to first get close to a Luftrausers-like that feels cool to fly and shoot and then deviate from there and experiment looking for stuff that works.
My final goal in my mind looks more like a Hyperspace Dogfights (but better) rather than Luftrausers.