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Thanks for your submission! It was fun to play a SHMUP where one wrong move can cost you the whole game (at least in the beginning). The start of the game was actually the hardest for me, because of how long the cooldown to shoot was. Maybe you can add some bar or something to let the player know they're still waiting? Once I was able to upgrade the fire rate a time or two, this became much much less of an issue (then it was just a matter of dodging everything!).