i love the main menu!! i spent a good minute just admiring the button feedback and sound effects when the cursor hovers over the different options :laughing: the font you guys chose is super nice and fits well with the rest of the game. i really like the red/blue blurrish effect put on the score on the top left and the shield counter on the top right. i think it would've been super cool if the same effect could be applied (perhaps to a lesser degree) to the ships and the asteroids to make the aesthetic of the game more cohesive. the effect adds some dimension to the score keeper and shield counter which i think looks really awesome, while the ships and asteroids look "flat" if that makes any sense
i also think that the white pixels around the edge of the black ships could be cleaned up (not sure if they were assets you guys picked up, or if they were ones that you created). the purple ship looks much cleaner, so if the black ships could be similar in polish, then that'll help take the visuals to the next level!
i'm someone with a smaller hand span, so while most of the controls were within reasonable distance, there were a few for which i really had to stretch or crank my hand at a certain angle (i.e. L & E, W & P) to the point where it became rather uncomfortable and i dreaded having to switch to those buttons. i really like that the controls switch every 10 seconds, but i think revisiting some of the controls where the buttons are further away would be really helpful to those with smaller hands.
i REALLY enjoyed the upgrades. made me feel like a lil noob upgrading into a powerhouse with each playthrough. i think there might've been times when the upgrade didn't apply until two games after. wasn't sure if that was intentional or perhaps a bug.
if mine eyes do not deceive me, i believe that when the asteroids hit the enemy ships, they took damage as well, so THAT was super cool and i really enjoyed that!
i think the firing rate for the player's ship can be boosted just a teeeeeny bit more. with the upgrades, it definitely makes the subsequent playthroughs much easier to survive, but the beginning was quite slow, so a bit of an adjustment could make the start feel not as sluggish.
i also think that either a visual cue or an audio cue for when the 10 seconds are up can really help!! i did like that it seemed there were multiple music tracks in the game, so it changed up the mood from time to time!
overall, nice work and great job for a first game in unity!! :D