Thanks a ton!
I have seen a few comments on the movement feeling restrictive. It's something I'm going to experiment with a bit in the coming builds.
In terms of "Hard Mode". It is likely that the difficulty will be increasing the 2nd wave of levels (Each planet will have a 2nd level). If not "difficulty" then at least complexity. There has been many times when making these bosses where I added attacks/mechanics, then took them out because i thought "ehhhh maybe it's a bit too much"(especially considering it could be their 2nd level due to initial levels being open).
As for weapons, at the moment I agree that the charge shot is very weak right now. I will likely increase both it's range, and it's damage. It had utility at one point, but since the addition of Wave and Pix's Satchel, it's practicality has dropped off. I'm going to wait a bit before adjusting much more though. The "Classic" kit is very much designed to be a higher execution set. Power Shot actually does about 30% more damage than gatling when shot well (though it requires timing). Charge shot can also technically be shot quite fast, but even so, I do agree compared to the other AoEs it feels a bit pointless to use aside from some very niche things that really benefit from the lock-on.
I don't want to change TOO much of the balancing right now, as some of the levels can bring some massive value to certain weapons. (ie in Titas, the level in development right now, the charge shot is actually quite useful due to the way enemy clusters are done in that level)
Not only that, but there is another Primary fire, and Charge shot type planned, which can shake some of that up even more.
Glad you enjoyed the game!