Thanks for the feedback and yeah this was my first jam. Being able to go behind the UI was a big issue for me the that I just wasn't sure how to solve other than turning the opacity down a bit which is what we did in the end. Thinking about it now, it may have been a better idea to just center the camera on the player and create a bigger play area. As for the upgrades system, the original concept was to introduce them at a much slower rate, but given how we didn't have a lot of time to spend on this project, and with most people only spending a couple minutes playing, it seemed like a better idea to simply make it more chaotic and give out all the upgrades quickly. Hopefully I am able to revisit this game in the future and look into creating intuitive upgrades with more unique modifiers and possibly particle effects that actually tell the player what the upgrade is doing.
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All of the power-ups apart from the dash is passive (increased speed, health, rate of fire, etc.), so I'm assuming they just aren't intuitive enough which is completely understandable and it seems like most of the feedback I've gotten so far is about the same issue. Hopefully I'll figure out a better system for the future.
Even after implementing all the upgrades myself, I still don't really know what they each do, and I think the idea was that this is somewhat intended, since generally knowing the upgrades doesn't make a huge impact on how you play the game. Since a lot of people are giving feedback like this, I may look into ways to create a more memorable system so the player can really understand the upgrades.
With more time to work on the game, figuring out ways to improve the end-game like this would've been the biggest priority. In our original planning we wanted to add one-time consumable items as well that the player get to make it more interactive, something like the cherry from Pac-Man might've been cool.