Not just a thread for devs, but to find the essence of the genre and convey it to more people in "their own gaming language"

For instance, by finding solutions to common negative critiques:
>>> "1 hit deaths suck, too punishing" and "it doesn't matter, I can keep continuing",
Instead of lives, present them like a "health bar" divided into "sections". Same thing, different feeling. Credits? What's even that? Have (limited) "lives" instead.
>>>"Too short" and "too expensive, I beat it in half an hour... refunded"
Credit-feeding should be limited and/or unlockable. Make it so that most players won't reach the end before at least 4-5h unless they're really good. I'd limit it to 3-5 credits or even remove it completely and use a proper unlockable training mode instead, like some roguelikes.
>>> "No replayability"
Games need to have some sort of progression these days (getting good is not enough if you don't unlock something... We've become doggos and want our treats! hahaha). Give people something to unlock (ships, modes, challenges, customization, ...) but avoid grinding fests!! People love this aspect from roguelites Vs roguelikes, but there have to be other ways to do it. e.g. Sky Force may be popular, but won't keep the hardcore fanbase satisfied... 2 criteria! Remember!

>>> "1CC? continues? no-miss? What are you talking about? You missed one enemy at X:XX"
New games should keep these concepts, but use "modern" (understandable) terminology.
That's it for now from me. I mentioned roguelikes several times, but that's a genre that made a comeback, and the same should happen to shmups! It might be happening, actually ^.^