I looked at this demo, and I think this has the potential to be a very cool game. That said, there's some problems (I'm sure you didn't need to be told that)
First, it's a little weird how requirement intensive it is. I have a nvidia 1030 (one notch below your recommended) and the starting res ran at probably 10fps. I had to crank it down to 720 to get (what I assume) the proper speed/framerate. This struck me as odd seeing that something WAY more graphically intensive like Dariusburst runs fine at 1080.
Anyway, the game: One general recommendation I would give is a little more padding between waves to allow the player to screw around a bit more. First, the games mechanics aren't exactly instantly intuitive. Second, the only way I figured out that switching the 'lead' ship was even possible was screwing around and hitting random buttons. But, a half a second after this discovery, there were 200 enemies bearing down of me so I was never given an opportunity to see how it worked and what I could do with it.
The other general recommendation is either make the player's regular shot stronger or the popcorns weaker. There's WAY too many of them to require 2-3 hits per.
More specific things:
- While I like the idea of a shifting soundtrack, way too often there's just two separate tracks playing on top of each other, and it sounds like a mess. If this is intention, you may want to set a root key for all the tracks to keep things from turning into a cacophony
- The zooming... I would start with a happy medium and zoom slightly in or out. To start so close--then to zoom so far out--makes it feel like your eyes are failing in real time.
- I can't figure out what the slides are supposed to do (other than throw you into enemies and make you lose a ship)
- The thrust needs either a graphical or sound indicator that it's actually happening. Which leads me to...
- Sound in general needs to be punched up. I was convinced my guns weren't making a sound at all until I really strained to listen