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(+1)

Came back and played the update. Thank you for turning all four around that fast, and for writing up what you changed rather than just saying "fixed".

All four are gone on my end:

  • The title screen saying CLICK HERE OR PUSH ENTER, plus the canvas grabbing focus when you click it, completely removes the "is this thing broken?" moment. That was the one that mattered.
  • Controls under the canvas are English first with Japanese underneath, and the title screen itself now lists A/D and Z. Nothing left to guess at.
  • Pause no longer dead-ends. It tells you CLICK OR PUSH P, and a click really does bring you back.
  • The pause text and the round banner no longer land on top of each other.

On round one difficulty: it is not too easy. I lost ships in it. What struck me is that the difficulty inside round one isn't flat. The opening is calm and very readable, only a couple of divers at a time and they all arc in the same shape. Then it tightens noticeably near the end, once the formation has thinned out and the dives start coming much closer together. So round one spends most of its length teaching you that this is gentle, and does most of its killing in the last stretch.

I think that shape is right for the game. I would only soften it for round one specifically. Round one's job is to teach a new player how to read a dive; round two onward can punish them for reading it wrong. At the moment the punishment shows up slightly before the lesson lands.

On the weapons I should be upfront: I never got far enough to hold all four, so I got curious and read the source, since it's a browser game and it's right there. What I found lines up with how the first one felt. The chance of firing a special instead of a normal shot stays the same no matter how many weapons you are carrying, and which one comes out is a random pick between them. So the first weapon is a genuine change, and every weapon after it quietly makes the others rarer. Four weapons doesn't play as four times the firepower, it plays as "I can't rely on any of them".

If you want stacking to feel like growth, two directions. Let the player choose which weapon is live with a cycle key, which keeps it skillful. Or have each new weapon raise the special-shot rate rather than divide it, which keeps it simple. Either one turns the boss reward into something you feel.

Great turnaround. And the score table is still the nicest thing on the title screen. Good luck with the remaining rounds.

Thank you so much for coming back to play the update and for taking the time to give me such detailed feedback. I’m really glad to hear that all four issues are now fixed on your end. Your thoughts on the difficulty curve in round one and the way the weapons currently stack are extremely helpful, and your explanations made the problems very easy to understand. I’ll use your advice as I continue improving and balancing the game. Thank you again for giving the update such a careful look!

Quick update: I’ve now uploaded a new build based on both parts of your feedback. 

  • The late stretch of round one and its boss have been softened, giving new players more time to learn the attack patterns before the difficulty increases. 
  • Special-shot frequency now also rises as more weapons are earned through a four-tier power system, so collecting weapons produces a noticeable increase in firepower. 
  • Losing a ship lowers one tier, while defeating a boss or rescuing the UFO captive restores power. 

Thanks again—your suggestions directly shaped this update. If you try it, I’d love to know whether the tier loss feels fair.