Part 2/2
Invulnerability time while your bomb is active needs to be addressed since the animation -clutters- the screen, making dodging painful. Speaking of clutter. Palette choice might want to be something to address. There's not a very stark contrast between the player sprite and the background, some enemies, some bullets. Perhaps an option to swap character palette? Also, you might want to consider text-boxes. Having floating text makes it not only difficult to read, but also very unrefined from a graphic design standpoint.
A fine game.
A fine game. But there's a lot of things that need addressing.
Part 1/2
Timing is the biggest thing. The tutorial is pretty torturous and drags on. You could do without a sequential tutorial, and instead just have that same easy-mode level, with a small keymap at the bottom left/right. Or you could have players learn by experimentation. The levels seem a bit lengthy. If you could have 2x the levels with about a half of the current length on each one, I think that might do it. None of the bosses are particular hard, or bring anything new to the genre. Even the last boss just takes forever. Having it be only a two-phase boss might have been a mistake.
Decent Graphics. But I can't get over the poor controls. If you end up updating the game, or making a sequel... I'd just like to very highly recommend making the projectile speed quite a bit faster. This would help make the user feel more fluidly and naturally in control of the game.
Things that would be nice to see:
a.) Screen Shake On/Off
b.) Damage Numbers On/Off
c.) A fix to the shop levels/prices. Maybe crafting too. They spawn things that are ridiculously over-leveled, and prices become wayyy too high..
Otherwise, pretty solid.
This Hidden Dimension series just keeps getting better and better. Mucho Props to the Dev for skilfully mixing game balance, flexibility, and an interesting universe.