Tons of good, tons of bad.
Simple, but very polished. overall great job for a first submission.
i don't wanna sit down a write a megapost on why your shump is bad from a design standpoint, because shmups are super niche, and in my opinion you shouldn't cater to that crowd in general
my question is, who is this game for? if this game is for shmup fans, this game is very VERY bad for multiple reasons.
if this game is a casual experience, or even just a test project to hone your skills, it's very good
if you are not catering to shmups fans, lose the ship as your player design and think something else (for ex, I've chosen knight). Some people did anime girls, cute animals... anything you want is better than a spaceship. Sadly spaceship are boring for the costumer if it's not a shmup fan. I dunno the lore of your game, but since this is a "warmind" an andorid/robot/robomaid waifu of anykind can be a thousand times better for your general appeal.
the main cannon that you aim with your mouse has a reason to exist only if piercing. i will talk more about the gun aiming, it's the only bad design i'll explain:
1 - mouse aiming let's you stand still in a safe spot and shoot down everthing. this can lead to very boring gameplay. This is vary bad, you need to keep the player moving around
2 - if you wanna dev a shmup with a gun that you aim, you should design challenges that use that mechanic. I need to have a reason to have a gun i can manually aim and dosen't just shoot forward. I'm talking about wave design, and enemies/bullets
3 - with this setup a controller is very hard to do well(again who is your player? does he play with a keyboard?). if you wanna go for a twinstick experience, player's aim will be very poor, so your man shoot should be a lot bigger to be useful in combat.
4 - a classic design flaw is to not "give a reason to not push a button". shotgun has a very long cd, so you click it when you need it, its hitbox is very strict, you can go pointblank and oneshot a boss, or go long range for a crowd control. it's a good design. (of course almost all old shmups had a fire button that you held down or rapidfire like raiden. that stuff it's just nostalgia)
random thoughts:
- i like the power setup a lot.
- shotgun is ver very powerful, and fun to use.
- folder and subfolder of your game should have a version, so we can recognize them (dd you used in the main folder is also fine)
- change the color for weapons/subsystems when they are in range of a socket. in general check path of exile/diablo/other arpg to have an idea on how to do your juice
- i like the art (care about ai accusations)
- ui for your slow can/should be a circle around your ship, see crimzon clover for a visual input
Good Job and GL!