Ok, (I hope) I've played enough of this game to form an opinion of it (although I didn't even come to the final boss so feel free to tell me if there's more going on than I already know) and I'd like to give a feedback if you don't mind.
I'll start with what I like in this game's design: Although I have many things to say about what could be done better (IMO), the most important thing that overweights any issue is that I LOVE it's straight-forward style. No aiming, no "spell cards" known from other bullet hells, no bombs. 90% is pure avoidance which I really appreciate. As long as you keep more or less this style It'll unlikely get boring for me.
Now about the things (again, IMO) could be better:
0. What really annoys me is that if I do not focus on a certain enemy it may stay outside the box making it impossible for me to proceed or retry. It's actually rather a bug, but I'd like to have an option to kill myself, e.g. by pressing k, anyway.
1. The biggest thing I wish for the game is that the coloring becomes less stylized and more functional. For example I like UNDERTALE's combat system which you can take a look at on my YT channel (It's the only validate reference of course ;-)
It uses only simple colors: white for hurting, green for healing, blue for not moving when touching it and orange for absolutely having to move. I'd like Waker to be colored just as simple and functional (pls don't misinterpret this and actually implement what I've described about blue and red attacks).
For example what would fit my imagination is that borders and bullets are white, the enemies are white and 50% transparent so one can see their attacks if you're too close to them, the focus thingy should be e.g. red (or maybe orange to not cause more stress than needed) and then turn green when it's focused. This is of course only a suggestion, I don't mind if you decide to make the attacks green and the enemies pink :)
2. As you probably figured out already I'm here because I had a very nice introduction into bullet hell by UNDERTALE. But it's not only the unique battle system (for an RPG) which made me love it. Besides the fact that I've always appreciated gameplay where the player has to show skill instead of hoping for the lower damage, which is unfortunately in the most RPGs the case, it's important for me that a game has a good story and storytelling (MOST IMPORTANT THING EVER!), good music and character design.
Okay, I don't mind this game does not improve the characters since it barely has any. To the other two points, for the story I think it would be amazing if there was a linear mode you can chose where you can't shoot = have only to not get hit, which is the same every time, and where you get passwords at the end (which I've also thought how it could fit in the story). Probably (if you want to) we should discuss the story in another thread, I already have plenty of ideas. BTW, I could design a video for the intro ant the outro. As for the music I can try to make some sfx and bg mus if you want me to, but I can't promise that I'll be able to make anything that fits the visual setting.
3. When I started playing Waker I was pretty confused, because in the first time (and sometimes still) the font is barely readable and that's why I haven't noticed why I can or can not shoot. To "avoid" this problem in the future I'd suggest to make two "enemies" at the beginning the tutorial so one is forced to see the focus, giving the time to understand that the spinning thing is NOT a part of the standard animation. Perhaps what I've described above (colors) will help there as well.
4. One last thing I'd like to point out is that the algorithm responsible for the attacks should be optimized - I had once a boss which I couldn't beat at all: the first two attacks were pretty easy, but the last one... one wave had two window-filling rows - one very tight attack which was homing on me and like 3px later a very tight normal one.
For the first one I HAD to keep moving and for the second one I HAD to stay where I were. Maybe, just maybe it was technically beatable but this was SO hard to dodge that when I tried it about 50 times I didn't manage to get past the first row even once. I might still have a video feed of it in case you wanna see.
Welp, It became like, uh, 5x more than I've actually planned to write but now at least that's pretty much everything I've got to say. I hope this could give you an overview of what I, as my guess is, an average player am feeling about it and that you even might let me work together with you on this project.
Thx for the patience,
Lookin' forward for your response,
Mr. Heating.