I love this game in concept. There's a very intentional pace to it, where enemies take their time getting to you and you have advance warning, but you also have to take the time to turn and face them. It wasn't a fast-twitch game, but it was still intense because any mistake will be costly and there's no way to fix them. The difficulty modifiers are also awesome, and I really enjoyed the art style. (My game is also 1-bit, I just happen to love those kinds of visuals.)
I agree with other players' thoughts on the keybindings. 100%.
And while I figure you probably won't listen based on prior feedback, the game's difficulty curve is not in a great place right now. As much as I love the difficulty options provided, they don't fix the problem of the way it feels to play the game.
My feeling when playing the game was that if a missile appeared just a bit too counter clockwise of where I was aiming, if I had anything else on screen to shoot, I was just going to take damage. No way around it. When I lost health, I did not always feel like it was my fault. And whether I need to 'get good' or not, that *feeling* is not a good one for a game to create.
I don't think the player should turn in two directions. You could play with upping the rotation speed slightly (veeeery slightly) or further revising enemy attack patterns (though these are already really well done.)
But what I would recommend is that you just go a little easier in the early game so the player can grab some upgrades. If the player has a little more control over their playstyle via quick early upgrades, they are more likely to feel like it was their fault for not taking advantage of their choices well enough when they die.