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This is really valuable feedback, thank you so much for taking the time to write this up!

I definitely hear you on Depths and Forest - I think for Forest we could incorporate bumpers with a lot more HP in the later difficulties to balance out the item upgrades that you've gotten so it isn't just "spam anywhere and you'll win"

For Mirage, we've tried a couple mechanics to distinguish it further and nothing's felt quite right so far. We have plans to try one more spin on it, and we'll be adding a lot more maps as well to increase variety. In my mind I see Mirage as a survival horde game, and Flock as a chase sequence!

Thanks again so much for your thoughtful feedback, it's really appreciated and helpful!

(+1)

Some possibilities for Mirage maybe (disregard of course if these are things you've already tested + didn't like or don't fit with how you want the gameplay to feel!!):
- in higher difficulties maybe enemies that split when you shoot them the first time into smaller enemies? could help w the horde feeling/trying to strategize not getting swamped
- the amount of fog/obfuscation enemies give increasing with difficulty level
- maybe i haven't unlocked it yet or it's not in the demo, but i think it could be neat to have an item with some sync between mirage and voyage (wrt the moon aura) that makes it either so that darkness/visual obfuscation fades more quickly OR one that makes the obfuscation last longer, but gives you more aura per enemy killed (mirage)/moon you collect? 
- would having mirage have autofire/be closer to a bullet heaven type minigame work? i feel like that might help distinguish it from the flock/make it feel closer to some horde survival games, and make things like shot speed feel a bit more important when you're choosing artifacts 

im so glad the feedback has been valuable/happy to give it!! thank u for taking the time to respond :]