Thanks for the detailed response!
1)Yeah, I'm trying it out now with higher acceleration and slightly reduced maximum velocity, and it seems to be better. However, if you reduce the speed too much, you won't be able to get out of the way of charging enemies. So I was going to not reduce the speed too much, but would add a "walk" button, which could reduce the maximum speed while held, so that you can position the ship more accurately(especially relevant when you're being aimed at).
2)It's not particularly finely tuned, I just looked up average human reaction time and took it. And twitch reaction is an important part of gameplay, it gives the pleasant "phew, I barely got away!" feeling.
3)That's a good idea, but I don't know how to implement it yet.
4)I was thinking of making "+1" thingies appear when an enemy dies, but I'm afraid it will create too much visual noise with the explosion particles.
5)Blink was meant to be used when you're too close to enemies or when you're about to die. When I fix the movement, I'm gonna increase its cooldown.
6)That's actually a planned feature, lol. And probably two more enemy types.
7)I'm planning to do that as well.
8)There's an internal wave counter, each wave has a max amount of enemies on screen(roughly half of the wave number) and a total amount of enemies(double the wave number). But the number of enemies on screen cannot be lower than 2 for obvious reasons, so if a wave has no enemies left, but there's only one on the screen, the next wave starts.
9)I'm using a simple custom graphics engine and a custom component framework.