Interesting position balance...
Higher -> Less time to react to changes of direction, but more leeway to avoid big enemy by moving down
Lower -> More time to react, but if too low must avoid big enemy by moving up which goes against the rain
Stiff controls are tough, though. It seems to act as a barrier between my actual dexterity and the character motion, so I'm not sure if I lost because I lack reactivity or just because of the fixed speed. I know it's the standard for many bullet hells, I just question it every time it puts me to disadvantage (or at least I think so... Maybe if I had the option to toggle it, I could compare).
But for a 1-day implementation, good job anyway.