An interesting dynamic is that the difficulty seems inversely proportional to the player's skill. Since any enemies you do not defeat upon arrival hang around and start adding up. While interesting, it felt a bit lame at times. I'd miss a few shots and watch the chaos build! Perhaps it could have felt more fair if we had some kind of limited defense or ability to help when finding ourself cornered or overwhelmed?
The theme suggestion of pattern recognition kinda seemed redundant to me, because all games are about recognizing patterns.
The style of shooting felt like it required a bit too much precision. If the bullets were slightly bigger or we had a higher fire rate, then it could have been a little easier to split my focus on dodging more effectively, maybe.
Perhaps some of my thoughts come from what the kids call a - skill issue. I do enjoy overly difficult games, but I guess I'm not in the mood to grind this one. I don't know what the wave spawning design is, but the first zone could have been slower or have some set triggers to wait until the screen was cleared or cleared a certain amount before releasing more?
Despite what my thoughts might convey, I had plenty of fun. I love the funny title. Keep up the great work!
I just tabbed back over to the game page and was still hanging out perfectly invulnerable the entire time. I never realized, after dying, I could hangout and assess the situation for however long I wanted. Neat design detail.