Okay, few thoughts -
- After turning the graphics settings as low as they go and shrinking the window to 800x600 I could get the game to run 60 FPS on my laptop; do you plan on adding any additional performance tweaks for low-end users?
- That said, even at low specs the game looks quite nice; the Ikaruga inspiration is obvious, but the "Aztec" flavoring helps it stand out. Stage elements and bosses have enough personality to stand apart from each other, keep that up.
- It takes a little time to get used to how the colors play off each other (and once I got to the fourth boss I had to ask myself "wait, which one was 'boost' and which one was 'drain' again?"

), but the onscreen prompts help, and once you've got the hang of it it's neat to be able to play safely, offensively or defensively depending on the situation. The weapons all feel pretty good in my estimation.
- Speaking of the onscreen prompts, though, maybe an option to make them fade a bit more when you move over them would be good to include; personally, I wouldn't mind a bit of extra visual "oomph" to enemy bullets in general, because while the backgrounds and explosions and stuff are great hazards can sometimes get a bit lost in them (though part of that probably has to do with the small screen size I have to use).
- There seems to be some manner of stage-order variety, as I got both the "lava" and "pyramid" levels as the second stage; any word on how this works, or how extensive it is?
- I know your main goal here is to get folks in the door without intimidating them with technical gobbledygook, but is there a basic rundown of how scoring works anywhere? Sacrilegious as it may be I'm also kinda curious to look a bit deeper into the storyline/lore you've built, though it seems I'll just have to play the full game to get ahold of most of that...
- Just out of curiosity, any reason you chose to make "easy" the difficulty level for the early build?
Looking pretty good from here, let me know if there's anything specific you want me to expand upon.