Great game and really fun, though obviously being in alpha there are plenty of problems to iron out and most likely a lot more content coming eventually. As an up-and-coming gamedev myself, I understand how much work this project likely is. That being said, I do have a few suggestions that it'd be nice to see you implement as long as it's not too hard:
-More bosses (2-4 per floor, maybe even 5, probably following the same design schemes as current bosses (similar to regular Isaac bosses but different))
-Some sort of proper boss splash intro screen
-Maybe another floor or floor variants of some sort
-Minibosses (harder enemies that have a small chance of spawning, only one per level or possibly per floor, could be the sins or horsemen or something else)
Once again, while these would be great to see, I know how painful the development process can be so don't feel too pressured!




will act as an improved power up pill, in exchange for its use, the recharge of the usable item will be lengthened more for each use
gives you a random resource, pill, coin, mini hearts or hearts and very very very unlikely a passive or active item
gives invincibility to a baby that you choose but will avoid shooting, in return you can perform the effect to allied enemies (Gapper, Fatty, etc.) and will be given invincibility, and instead of the babies can attack.
Petrifying baby, does not attack, being placed in a row, will infrequently petrify all the enemies of that particular row for 2-3 seconds
baby scissors, mechanics based on the carnivorous plants of pvz, will attack a single frame in front of it and after attacking will have rest/recharge time to attack again