I tried the demo. The art style works well and the shooting effects feels satisfying. Here are some notes I took while playing the game:
* Would it work with a dash instead of jump, so that you move fast in the direction of aiming, like in hyper light drifter. But would move the same high like the jump.
* When you get in to a gauntlet, have something visual that blocks the path, ex a forcefield or a closed door. It’s clear when the gauntlet starts just by how the camera stops scrolling, but it could be more effectful with sound and visuals.
* Is there a way to switch weapons when you pick up a new one? It works that weapon pickups overheat, but it feels strange when you can’t switch to a different weapon or pick up your old one. Might also work like in metal slug where you run out of ammo for pickup weapons.
* Would be nice some kind of subweapons, ex grenade or close combat alternative.
* Also might work with health potions instead of continues. Like in hyper light drifter or dark souls, where you have to find a calm spot and drink it without getting hitted.
* I think one level design rule of thumb would be to have at least two different types of enemies in waves at the same time. Some encounters are like that, while others are, spawn 5 small enemies, then spawn 3 big enemies. Ex first 4 small + 1 big, then 2 small and 2 big would be more interesting.
* Some more encounters with covers or terrain objects, like platforms, stairs or ex force fields

It also works well with the invisible turret. You could make a smaller version that fires slower shots and put then closer to the player, and ex have a terminal you have to destroy to turn them off, which is behind some other enemies.
* I especially liked this encounter where you would have to move around to not get hit by the turret.
