This is a decent start. It is interesting mashing up visual novel with bullet-hell. It seems like it could work, though might be tough to balance. The tiny hitbox made it pretty easy to dodge the incoming projectiles. I like that you included a way to see the hitbox, since it is so much smaller than I'd have expected. The default controls seemed a bit odd with f for shooting and space for focus. I'm used to space being the default fire button, so these seemed reversed, though were fine for the current version. Being able to remap the inputs is nice and helps with the defaults not being what I'd expect. However, I did run into an issue with remapping. When trying to remap to use space it would accept space as the button, and then immediately go back into asking for a new input. With space acting as a button press, and likely having it set to react on mouse up/released, after accepting the input it then processes the space button being pressed as a new input and reactivates the mapping. There are many ways to work around this. One fairly easy one might be to add a short delay (even 0.1 seconds, or perhaps a couple frames) after setting the input before the same remapping can be reactivated.
Viewing post in Dance with the Deathless jam comments
Exact buttons are something I'm trying to workshop. At some point, I would like to add a bomb mechanic, (a staple of bullet hell) so I'll need a button for that.
As it turns out, the ability to remap buttons is important for an international audience, as they may not be using a QWERTY Keyboard. So I thought it would be an important feature. A big challenge for this is managing the remapping without overwriting controller inputs. ( I might even make a separate mapping for controllers.)
Godot's remapping is a little odd, but also pretty powerful, and very friendly to other keyboard layouts. We've had comments about how it worked out of the box with non-QWERTY layouts, and we did not do anything special for it. When we looked into setting up remapping, all the tutorials we found focused on only a single input, and we wanted to have at least 3, preferably 4, so we had to work up our own solution. Since then we've found other options. You may want to check out the Game Template by Maack: https://github.com/Maaack/Godot-Game-Template . We don't use it ourselves, as we had already created our own template by the time we saw this in the Godot Wild Jam Discord's resources, but it has a lot of nice features, including remapping with up to 3 inputs per Action. Even if you don't use the template itself, it may help with designing your remapping.