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This game's issues are all sort of core gamefeel things. The screenspace is huge but it doesn't feel like the game takes advantage of it, more like it's a necessity because enemy's bullet patterns flood the screen with so many unavoidable bullets because they have no cooldowns (once they start firing they just go on forever); this combined with the fact that the waves aren't segmented means what happens is the UFO wave blends into the purple laser guy wave and both enemies start flooding the screen with an undodgeable amount of bullets after a few loops, which is just really tacky. The neutrino mechanic is a cool trick, but doesn't really mitigate any of this. Similarly, enemies have too much HP! The green UFO enemy in any shmup would just die in a single shot and that would make this a billion times more bearable, and your bullets already move so slow that they trail "behind you" when you move left and right and take a while to reach the top, so they'd still have a lot of time to shoot at you before dying. Basically, this game has a few tiny little things that really could've used some tweaking because they kinda dampen the whole experience as it is. I do quite like the writing and the time loop concept, it's simple but charming; but this really needed some more thought put into "why" some mechanics are the way they are in a lot of shoot em ups.

(+1)

Thanks for playing, and for the detailed feedback! Funnily enough, I realised through making this game that I _really_ don't like level design, so combined with the lack of time I got to spend making it the points about the bullet patterns and enemy spawning are all totally valid, haha. The timeloop stuff was a final day dash to get it to a point where I could release it, since it re-used the (admittedly lacking) few sequences I had set up at that point.

If I ever make a bullet hell game again I will team up with somebody who can design levels/sequences and will focus on building out the necessary systems I think 😁