14.) The shading and lighting itself is very wonky too. Every character seems to have bathed in baby oil before going on their mission, because everything is so shiny. The characters are shiny, the enemies are shiny, even the HUD just dipped itself in butter for this occasion. Was everyone wrapped in saran wrap prior to this? Actually, considering the character's outfits, that may not be far off. The soft shading seems to contrast so sharply with this, like they dusted themselves in charcoal just to make sure that no matter what lighting they were in, they looked atrocious.
15.) What are those enemy designs. Weird armed robot cyclops things? They look like a laundry machine with limbs. And for a universe seemingly steeped in sci-fi with magic accompaniments, the abuse of strange runes seems to be a bit over the top. I can accept "magic" but do their robots really need to be such an ugly shade of cream and then scribbled on with a crayon. And when it's not the weird dishwasher bots...it's...wheels? Just...spinning wheels. Okay. Because those things go together. Why not some kind of enemy ship? Weak soldier? Fairies? Anything besides washing machine and spinny mcgee.
16.) The bullets are ugly. Like, there's no other way to put that. I'd be fine if the kinds of bullets we saw were one variety. Or if we at least got some color changes happening, but no. All you get is bright red orb or piercing light blue fleur de lis. Really? Couldn't have more than two bullets for the first stage? Or at least make them less...horrendous. The colors didn't even contrast well with the background, and considering the rest of your failures at putting together a cohesive palette, it just congeals together into one big eye strain-y mess.
17.) The patterns are so...ugh. That's the only way I can put it. First of all, they're way too complex and screen-clogging for a first stage. Second of all, the bullets behave so erratically that dodging them not only becomes a chore, but a complete impossibility. There's no rhythm to their movement, they just seem to wiggle about senselessly until they feel like killing you. Renginn's first pattern would've been fine if it was just the red bullets or the blue swords. This would've served as a great way to introduce players to your first boss. But no, instead you just throw bullets at the wall and see what sticks. If it was at least attractive, I'd give it points, but the combination of ugly colors and no sense to the movement just makes it all trashy.
18.) Please, please take yourselves back to the drawing board. There's so much potential in this game. When I first discovered this project, I was giddy. It looked fun, exciting, and I found myself getting hype for the day when the demo released. And what did I get? Disappointment. Frustration. Anger. It's not good, man. I'm sorry, but it's really not. The art is bad, the color choice is disgusting, the writing is finicky, all the characters seem interchangeable, the gameplay is flawed, the mechanics are useless, the bombs are worthless, the enemies are cheap, even the music gets a bit grating. It's just all so much BAD. I plead with you, please go back and try again. You've got so much creative potential, and you used it to make a bland, frustrating, and frankly kind of ridiculous shooter. You could do so well, and I'm sure your next try will allow you to do even better, but for now. No. I'm sorry, but just...