@pl4typus Yeah I was trying to figure a way to scaled the enemies and ended up making the game start out too hard but then it gets too easy haha inverse difficulty. I also have realized auto aim should just be the default for this game. and maybe have it only shoot when enemies are range so you don't have to hear shooting noises non stop.
The enemies are incredibly simple. One enemy just moves up and down, another left and right. Then you have two enemies that just fly towards you and a spawner that spawns enemies.
The art is probably one of my weakest areas, I tried using such a low color palette to help me do semi decent art haha and stay consistent. but yeah lots of extra work needed.
I like your ideas for giving the map purpose. One of my ideas I wanted a giant boss that could actually destroy the rocks and woudl have a giant beam lazer or something that you could take cover behind rocks but as it chased you more and more it would start clearing the world.
I also thought it could be cool if you made certain shapes with the rooms that it did something special but that was way out of scope for this. Like maybe if you did a cross shape or filled up a square of 8 rooms something special appears or happens.
I actually might work on this more and try to figure out how to make it a full game that while probably will be simple still but have more power ups like you said and better things to do and more polished enemies and variety so and so on. But I think the core concept from what I experienced and am reading is good.
Thank you so much for the feedback. and glad you had fun