Anyway, about two years ago I started working on a thing and it was horrible, and earlier this year I went back into it and tried to make it less horrible, or possibly, if I'm lucky, functional and/or actually fun to play.
So several months later, Super Galaxy Squadron exists.

It's on IndieDB
I also have a lonely Twitter where I sometimes talk about it
And here's a short gameplay video
Two big, relatively outdated gifs-
Spoiler


The basic concept of the game a shmup with old-school proclivity, but made accessible for average players.
That comes down to a few key features-
-Elements of randomness (very obvious in the demo since it's endless and all enemies spawn randomly, but beyond that there's still more)
-Health in place of lives(although there's a hardcore mode which removes it)
-Along with that, saves at the beginning of each stage
-Simple, obvious scoring
-Modern additions like grazing and gamepad support
-Purchasable, branching upgrades (which are replaced by regular powerups in endless mode)
Plus other things I'm not thinking of. The point is to make it less about perfecting specific actions and more about general, satisfying bullet shooting, with enough replay value to keep the people who don't care about score or mastery still invested. I know people can be really particular about what makes these games good, and I admit that I'm sacrificing some of those things for the sake of accessibility, but there's another reason why I'm trying to hit a larger audience-
Once the game is out, all proceeds will go to Child's Play, a really cool charity that you might have heard of. If only because of that, I want this to be something that's attractive to any potential player rather than only those who are looking for a challenge.
I'll be Kickstarting it in about a week to be able to afford licensing shenanigans, and also to pay these guys to make music, but before then I'm trying to get it into peak condition so I'll have a decent playable demo out for people to look at.
And since you guys know waaay more about this stuff than I do, I figured I'd run it by you to get some more valuable feedback.
So you can download the most recent build here, but don't tell anyone, it's our secret. For like a week I guess.
It only contains the endless mode since I only have three regular stages functional and none of them are complete. Obviously the enemy spawning is still really rough, at this point I don't have time to polish so it's just in get-the-job-done mode. Aside from general mechanics and balancing, if you run into any bugs that would also be helpful to know. Especially if you're using a Dualshock because I've only been testing with a 360 gamepad.