Hello,
I really like that someone is developing a JAMMA shmup, and a pretty one to boot.
However, I am concerned about some of the design choices you made. It looks like you have done some of the most traditional beginner's mistakes that western developers seem to be making, over and over again.
It looks like you started the development on creating presentation and feeling, thinking that the gameplay would create itself, once you create and put the all the pieces you created together. Wrong, vertical slice development is only done succesfully by those who are willing to scrap the whole thing and start over from scratch again.
So the problem you have is this. You wanted big and pretty graphics, but low resolution, so you made a big ship and big shots. And decided that "hey, it's cool, now we have claustrophobic feeling".
This, in turn, negates most of options for skill-based gameplay since there is not enough room for moving around. This means that there is not many paths per second for the player to pursue in your moment-to-moment gameplay.
This is not necessarily a problem, if you make the gameplay based on memorization, like in R-type, and add complex and interesting weapon system to give player some choices. But that kind of gameplay requires lot of unique and imaginative weapon sets and enemies with multiple weak points, and unique situations. Which in turn requires resources, which you, as a small developer, probably do not have, I guess? Even worse, enemies seem to be requiring multiple shots, which diminishes even further possible outcomes. Lack of background limits everything even further.
Even then, it is not necessarily a problem, but you will need at least five times more development time to really deliver something that is truly memorable. Because you need to throw lots of uniquely functioning enemies and weapons and powerups to keep the player constantly engaged. Close-range shot achievements seem like one-hit tricks; once it's done couple of times, it won't add much lastability, because it is memorization based more than skill based. Because of the points I stated earlier.
You probably have not noticed your problems yet, as you seem to be having only few moderately challenging levels, which can entertain any test player for a limited amount of time. The problem will only become apparent in extensive testing - or, in worst case, when your game is released and will be picked to pieces in this forum.
Now of course, I am just a single poster in an internet forum full of.. very critical posters to say the least, so you don't have to believe a word I said, if you don't want to, but I have been working in game industry for 20 years (Mostly in housemarque) so I do have at least a little bit on insight for the most typical development pitfalls, and I can usually recognize them right away. Especially in a genre that I know well inside out. Reason I write this is because I truly appreciate your effort and I feel you have a lot of promise, and I really hope this could become something great.
And, even if this game is not the best shmup in the world, that does not mean that "you suck and should never make the game again" - which is often the attitude in the entertainment industry. Learn from your mistakes and make even better game next time
