@Shoot-em-upper
What I could do is handle it like DoDonPachi which has an optional autofire button. The tap to fire/hold to charge would function the same, but the extra button would provide only autofire. Adding an extra control is not a big deal at all

@motorherp
I am drawing at least some inspiration from GigaWing. The charge/fire behavior is drawn from GigaWing's fire/reflect. I REALLY want to have one of those huge Capcom laser beams with the spirals in my game

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@Kairos
The S/Ch logo by silhouette charge bar?
The menu font is one that came with the HGE menu tutorial. I'm planning on replacing all of the fonts with Blambot ones (if that's acceptable, I'll double check their non-commercial licence again before doing so.)
@all
Any suggestions/criticism for the scoring of the game & control of the silhouettes?
The first stage of the game will be similar to this demo though probably longer. It will also probibly only have one silhouette in it.
One other question. Which do you guys prefer, having powerups of each colour appearing one after another (how it is currently) or having the powerup cycle through its colours continuously until collected (like in 19XX?) In either case you need to collect a powerup of the same colour as your weapon to power it up.
Are you ready set?
We started on a trip to hell