First of all thanks for the feedback everybody! This is
nothing, we're gonna make this game real special before the year's over. I'm really excited about some of the new design ideas and upgrades!
I'd like to quickly respond to the last post because it gives a bit of an idea where we are going, and how much this demo is a preliminary, unfinished release. We just really wanted to get something in for this competition because that's the reason we started the project in the first place!
Loving what you have so far! I finally figured out the hit window and managed to beat the demo stage without dying,
You didn't even suggest this but it's been fixed anyway: you no longer have to "figure out" where the hitbox is as much, it's much more obviously shown.
Problem: It's sort of difficult to get a good rhythm if you want to fire constantly in spread mode while still retaining full maneuverability.
Solution: Perhaps if you release the fire button and haven't yet entered stream firing, you continue spread firing for a short time?
A great idea that we didn't implement in time for the demo, but "Cave shooter"-style fire has now been implemented.
Problem: I'm used to playing arcade shooters and not continuing, but instead immediately restarting. When the continue countdown appears, I reflexively mash the fire buttons to drain the countdown faster so I can start again. However, in your game, the fire button works like start and continues.
Solution: Make it so only the start button will continue at the countdown, while fire buttons decrease the timer by one second per press. Alternately, this option could be called "arcade mode" in the options menu, and possibly even include an "insert coin" key for realism. (In fact, "arcade mode" would ideally include a separate "menu" key, and normally jump straight from the play demo to the game, so that it theoretically could be installed into an arcade cabinet.)
Sounds like a good suggestion to me!
Problem: There's currently no disadvantage to simply holding down the sidearm button and, to me, this means you might as well not have it as a separate button.
"Problem": It seems a bit odd that this game doesn't have any "oh shi--" mechanism, like a shield or bomb.
Combined because the sidearm is going through a fairly rigorous redesign so it's less useless. You can still use it as it is in the demo (which we dubbed "carpetbombing"), but it will also charge up to other attacks. We're still working on it though so I can't say more than that!
"Problem": The first phase of the boss is more difficult than the second phase unless you immediately destroy the lower gun. With all three guns firing, I find myself always getting forced to either the top or bottom corner and destroyed. The second phase of the boss can easily be handled without too much trouble, so this seems unbalanced.
Solution: Again, it's up to you guys how to handle this.
I actually think the second stage is harder, but both are pretty hard, too hard for the first boss in the game in my opinion. I additionally think the first half of the level is
much harder than the second half. Overall, the difficulty of the game needs some tweaking.
"Problem": This is more of a matter of preference, but there are a couple of long gaps with no enemies in the demo level. I think levels should be designed so there's a certain maximum time between the appearance of enemies other than immediately before a (mid)boss.
Solution: I'd just close up the gaps, either by removing the problem sections of terrain, or adding a couple of enemies to keep the player busy. However, this isn't as important as other issues.
Yep, the level is unfinished in many ways. In fact, even the
music to the level is unfinished, so expect a lot more from us for the final product!

And don't worry about offending us, we're very critical/perfectionistic and most things you pointed out were already sticking out to us like sore thumbs (no pun intended).
(Hopefully I didn't spoil anything that the other Monokey guys wanted to keep under wraps for now... :O)