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(+1)

Thanks for the feedback! Adding some vertical movement isn't too bad of an idea. I might limit it to the bottom 25-35% of the screen, for difficulty purposes. I like you suggestions to make the enemies a bit smarter, so I will try and do that. Adding randomness in mines just to spice up gameplay is a change I should have already done. I might make it so jets don't spawn from the exact middle spot every time, and the drills will have a random speed. I might add modifiers later in development, like an example may be "Asteroids: Asteroids have a random chance to fly onto the screen, +25% overall cash" Just an idea. I don't quite understand how I would implement upgrades in another way, because the game is suppossed to be heavily leaned into the upgrade system. If you have ideas onto how I should implement that otherwise, I'd be glad to hear.

The game is really suppossed to be beaten once, as I do notice the lack or replayability. That has been an issue I have been trying to solve for a while.

I absolutely love the idea of a overpowered jet, maybe on like wave 25 where you are close to Earth to give players a glimpse of what the game can be. I might add a Z for ability 1 and X for ability 2. because W and S wouldn't work if I were to add vertical movement. I have experimented with automatic shooting, I personalyl didn't really like it because of darts like Split with 1.5 second cooldown. However, I will add an automatic shooting in settings if you want it. I think spacebar could also be used for shooting so it can be a keyboard-excludive game (unless you use split or have the rebound upgrade, which make it so right clikc redirects the bullets toward your mouse. I might add a key for that, like maybe 3 or C.)  

For the shop, I like the idea of having the jet grayed out if you do not own it. Going onto your idea, Maybe there is a text above the jet saying "Item not owned" and when you do have it, but when you do not have it in use it says "not in use" and if you are using it is says "in use". Implementing an auto-own feature isn't a bad idea either, so I will just add that.

I'll see what I can do lore-wise to add depth to the game. I was thinking in later updates like 1.66 that completing certain tasks unlocks entries in a lore book that tells the player about their mission. 

This is incredible feedback for my first game . Thank you.

(+1)

No, avoid writing at all costs. People hate reading. You would have to come up with something graphical. So clear a wave and the ship flies to the middle of the screen and comes to a stop at a base perhaps or some sort of way station like it is parking. Would at least explain why it has access to the 'shop'. It it was changed to the Hanger Bay, where you can buy upgrades and buy repairs etc rather than auto health regeneration. You could add smoke coming off the ship to indicate damage. Then when the next level starts you fly away from the waystation again.

As for the auto shooting I think it could work. Maybe only on appropriate ammo, so the darts in the shop could clearly indicate this is not auto fire. Adding a differential to some of the ammo types.

Of course you don't want to change your game too much, I get that, but you do need something to tie the different parts together a bit more. At the moment after a level it says "Back to menu" like the game is over. If it said "Landing in Hanger" that would be better would it not?

Anyway, look forward to seeing your improvements. I thought the cards could do with being a bit more colourful with bigger images portraying the upgrades a bit better. So again I don't have to read anything! You would be amazed at how people never read anything unless they are really committed to the story. Like skipping cut scenes and dialogues. 

I do read all the Cards because i like choosing the best Upgrades for my Ship, which is only possible if i pay Attention to the Differences between them.

Looking at Pictures can help me to understand the Cards but i’ll still know that i need to read the Cards to understand them fully.