@jason-woerner Thanks for the feed back. You just summed up everything I was thinking 30 minutes before the deadline :laughing: -The hit detection is not really a hit detection problem, but the thin is... I drew the cursor a but lob sided so the center was not in the center of the sprite. That could be easily fixed, but I have no plans to touch the project any more. It was made just to challenge myself, and It came out as it is. -Honestly, the wave system is just random. Every wave between 2 and 8 enemies are added to the total and every wave the number of cannons and axes is completely random. I just wanted to feel like there was some kind of system in the background :sweat_smile: . Also there is a 20 second period after killing the last enemy until the next wave comes. -Even before I started coding, I knew the balance would be nonexistent. The values of the upgrades, the upgrade benefits themselves, I just tried to do the best I can. (Try buying firerate for the rifle twice, the chceapest upgrade, starting at five and the value is just ridiculous) -Even when I was play testing I noticed a real lack of response from the game to the player. I would have loved to add pointers showing where the enemies are, hit markers, that kind of thing. But I am not good with UI and had no idea how to make it. I will try to improve in the future. -I made two different weapons just to show i can gave two (or more) weapon slots. You could have more types of Primary and Secondary weapons, the system is in there, i just wanted to add a dynamic and a feeling not losing hope when your ammo runs out. One being more effective on certain enemies is a really good idea, will consider it in the futute. Than you for playing my mess of a game. This helps me a lot, knowing what my weaknesses are will help me in the future and I already started training in sound design. Thanks to you all!