fantastic game! i've played the demo a few times over, wishlisted it on steam - i've nearly done all the unlocks in the demo! one bug you guys may have to clean up is in the forest level w/ the lottery ticket - i lucked into a GIANT shot with it, but i think because of that w the setup of the level it IMMEDIATELY began to lag, was going at like a frame a second. (photo for ref) ultimately it crashed/froze and i had to quit out 
Viewing post in Fugue Shot (Pre-Demo) comments
fantastic!! if i were to give any other notes, this might be intentional (and no worries if its not, i personally dont mind planning my minigames so that the easiest are last) but it feels like the difficulty scaling for the minigames is kind of wonky if that makes sense? the flock and voyage become WAY harder as the difficulty ramps, but the forest + the bubble game are both basically the same as the easiest difficulty
if i were to be more specific, i think that for fill the sea, both the artifacts and the difficulty ramping seem to have almost no mechanical impact on gameplay - if i pick it for my very first or very last minigame, it feels/plays very much the same regardless of progress or artifacts. there are a few exceptions, like that the chunks one does make it easier to conserve space, or making the enemies smaller, but the overall feel is very similar, and it doesn't feel like the enemies get that much harder through the level progression either. it's also sort of unclear which mechanisms (shot speed? stamina refill?) cause the bubble to fill more quickly/slower, just that occasionally it DOES feel like the speed is different.
whereas the forest kind of has the opposite problem - playing it in early game CAN be very mechanically challenging/it does feel very much like a strategic or puzzle game with how you have to count your shots and line up the obstacles. however the difference between how much the difficulty changes (not much mechanically imo in terms of obstacles etc) feels very disproportionate to how much the artifacts very quickly can ramp up how easy it is; ones that increase or randomize shot size especially, or ones like the scattershot/chunks/etc make it so that there's no mechanical difficulty whatsoever. whenever i've managed to save it for lategame, you can basically just set the obstacles wherever and shoot randomly and clear them on your first shot. maybe could be improved by adding obstacles in the higher difficulty levels that can stop projectiles in their tracks or taking away aura points if they're hit, if some level of strategic play is meant to continue?
i'd say i actually enjoy the scaling w the flock and voyage - i think with those two in particular the concept of like. having to choose artifacts carefully because of the different game mechanics works pretty well; the example that comes to mind being that larger enemy size is good for the flock but bad for voyage, or that while the magnet is really nice to have in the aura rooms in the flock, sometimes when paired with the moon in voyage it's lost me that particular round.
one other minor thing - i do kind of wish that there was a bit more in mirage to mechanically distinguish it from the flock, as it is it just kind of ends up feeling like a less challenging version of the flock? i dont MIND it, i have fun playing it, but of the currently available minigames i find it's the one that feels a bit more like a throwaway/spare, if that makes sense.
thank you for your responses!! i hope this is helpful + doesn't come across as too critical, im vv excited to see the full game! :]