This time my feedback will be pretty short, because it's less than a week since I'm from where I had no internet and I had only few minutes to test it and now I'm on an even worse machine (It's actually the one I usually do my no-hit bosses because native Undertale works fine) which in case of WAKER renders with the average speed of 1 fps using wine and it's not even too bad since the Undertale Red Fangame (Unity as well) rendered 1 frame in 9 seconds.
Anyway, I had enough time to complete the tutorial and the first level, and TBH I think the previous build was better.
The most important thing are the colors. I'm not sure how it works since I could't take a longer look at it but for me it seems like it just picks a random color for each level. That's exactly the thing I was talking about earlier, I was rather confused by what the new color means rather than enjoying the gameplay. Additionally the color was pretty much #0000FF so it wasn't too visible.
I never had a problem with staying at the bottom the whole time, actually I've really enjoyed almost every single pattern's visuals, like really I just sat there and didn't shoot when I could and thought like "Boi that looks awesome!" (except the ones where the arms got crazy - I had other things to cary about then), because one could just be a part of the flow. Now with the bosses jumping around it doesn't look quite as good. This opinion however might easily change when I look more into the game, maybe it'just the beginning.
Actually, what I just said isn't that important comparing to the fact that the moving bosses affect the gameplay - you cyn't really stay under the enemy if it's going to the bottom, so something should be changed about that. I'd suggest to either let the boss take only the top 33% (or max. 50%) or change the "aiming" behavior when fighting to "just survive long enough" rather than "stay under it the whole time".
It feels kinda unfair that the bosses cooperate with Aperture Science while the player does not.
To summerize - I like the ideas, it's just that the implementation should be changed.
I'll try to find some time in the next few days and report how the things change.