Want to know a fun fact? I started this project out as a linear adventure platformer, but shifted towards what the game is now. The reason for that is that making an adventure game with a chronological storyline and level progression towards sensical goals is quite hard. I'm just a programmer. It's by chance that I've also spent a good amount of time drawing and animating when I was younger, so I can atleast create interesting looking characters (I hope). But building entire levels that look good and make sense is beyond me. Also, such projects take way more time than a wave shooter, trust me. I would never be able to release it if I hadn't transformed the game into a wave shooter.
The GUI of the note and keypad in the captivity room, and the keypad and key to unlock the Wunderwaffe in F.E.R are a result from the previous iteration of the game. A bunch of graphics in Space Station are also recycled.
Maybe I will post a unfinished build of what the game used to be. Could be fun.