Hi. A nice attempt. However, the game must always leave an area to escape from the incoming projectiles. However, most of the time you have no other option than being shot. Thus, providing the player with an almost infinite number of lives is not enough and can't compensate unbalanced difficulty. It'd be much better if the game would give more space to the player to dodge from bullets instead of so many lives.
Viewing post in Project V1 - Space Vampire Thriller jam comments
Thanks for the review!
From my own tests, most of the patterns are 100% possible to beat no-hit, with a few that I've been unable to beat consistently but which are possible with some luck or higher skill. The entirety of stage 1-2 is possible to beat no-hit and I had successful attempts doing so, in stage 3 I've had trouble with the first ghost boss re-fight, and in stage 4 I've only been unable to beat the second and last attack patterns of the final boss, all of which I would like to tweak to be consistently beatable. I don't want to go beyond that and make the patterns easier than they need to be - you don't need to do perfect no-hit due to having HP instead of lives, but you should be able to do it if you want to.
Still, I understand that the bigger than average hitbox is unnatural and very uncomfortable for some and would like to tweak and make it smaller in the future to make the ship easier to pilot. Hopefully this solution would give you more room for dodging while also keeping the challenge!