Hey, first of all, thanks for the detailed feedback and all the ideas for the game! I’m glad you enjoyed it ;)
Not shooting as much was actually our favorite strategy as well. We also tried focusing on only walking into areas where there weren’t any bullets at the moment and simply hiding behind walls, but those strategies didn’t work nearly as well as the first one, mainly because of the speed and density of the bullets over time.
Yes, we definitely want to expand on this idea, and I really like your suggestions! We need to move away from our current static environment towards some kind of dynamic system, with the ability to both place and remove certain blocks.
Permanent upgrades sound great, too. However, we also want to explore the “luck” element a bit more by adding temporary buffs or weapons that you can get during each run. We’re also considering taking the game in more of a puzzle direction, with different levels, in which case temporary random upgrades wouldn’t really fit.
But I agree with you - in either case, we’d need more interesting and creative enemies. We just didn’t really have enough time to think them through and create them as complex as we wanted to. However, I think that if we go with the wave-based approach, the game will be really difficult to balance...
I hope my rambling kind of answered your questions. If not, feel free to comment again ;) And who knows, maybe we’ll drop some prototypes next year 👀