Too many damage sponges. Shootemups are about being able to dodge well and feel rewarded, but too often (I played a no-health upgrade run) I felt like it'd be better to just tank damage and keep shooting.
@iskillzi: in dodge training it's really easy to get perfects and complete missions, which give you extra stats. In block perfects are somewhat rare, can be missed, and every time your combo resets, the minigame goes back to "slow". While dodge also downgrades, it gets to a fast (but manageable) pace in much less time.
This also happens in critical.
lol thanks for your input. This is my first game so I wanted to get an extremely early version out so I can get some advice and make sure its going in a good direction. Its a lot of work adding new content as the coding, art, and music is all done by me. Should have longer, more thought out levels for the first chapter by the end of the week :)
I know this is a really minor thing, but could you make it so that one can "deactivate" upgrades. Some of us like to do challenge runs with only the very starting powers, no upgrades.
Honestly I wouldn't be surprised if next Snail Bob is horror themed, given how this is a franchise zombie at this point. They're decent time killers, but they're not half as satisfying as in the early installments.
"Hey, that final boss was way too easy. I mean, he didn't even have some powerful... OH SHIT". Seriously, it goes from tedious to seriously broken in about a second.
Good luck!