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Visuals were really great, the pixelated effect was a super good choice for this.

You also managed to design a really good looking level, I think the choice to have a short level you can try to perfect was a really good choice, since you can then carefully craft everything.

As for feedback, I had some issues with depth perception and telling how close/far things are. Other than that it was really great! ^^ 

Thanks for the feedback! I'm glad to hear the high-score is helping to keep people engaged, my goal was for it to be easy to learn but hard to master.

As much as I'd like to take credit for carefully planning the level, most of it was honestly dumb luck. I did plan a few things like giving you a chance to see the intel hidden behind the tower before you approached it and the enemy string around the other tower matching your pace so you can practice leading targets but the rest was just rushed together. It was accidental that you could hit some enemies you missed from multiple points along the track and that you could hit both streams of enemies converging at the end with a single turbo blast.

My thought when designing the level was mostly to make it as cinematic as possible and to give the player chances to try all the abilities with relatively low risk.