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Time-based temporary upgrades feel kind of irrelevant when the strategy is to take it so slowly. Like the temporary shield that is in right now maybe encourages you to go in and shoot a lot while it lasts, but then the ricochets are still around afterwards. But a ricochet shield could maybe last a number of hits instead of a number of seconds. And a weapon could last a number of shots.

If it's puzzle-like, you don't strictly need enemies. The goal could simply be something like shooting a tunnel through to a destination, while surviving your own ricochets that last indefinitely, or something. Not saying that is better but something to think about. Kind of a twist on Breakout.

True, you’re right. Puzzles would be really cool and if we limit the shots, we can directly influence the amount of bullets in the room aka the difficulty. But I hope that we can find puzzles that are interesting and challenging enough, which could be hard. Maybe we can combine both concepts, we’ll implement a wave system and include some kind of (maybe random) puzzles, that the player has to beat in order to be able to clear the wave. I think this could be a possible match for a direction for the game, what do you think?