No problem, I love ranting about video games
>Levels: Thanks for bringing this up. Fully continuous gameplay felt a little too confusing + overwhelming - by clearing a wave down to the last enemy you get a moment of relief.
I hadn't considered that, it could be that something like a continuously scrolling background could get the feeling I was looking for. I guess it has something to do with having a sense of location or presence in the game. This might seem a little bizarrely nitpicky but when I get teleported back to home position at the beginning of each level it feels sort of wrong... like, is the space I'm in now even the same space as the last level, has any amount of time passed for my spaceship since then? I'm not sure if anyone else cares about this sort of thing though...
>I'm sorry to hear you found the first parts boring so quickly.
This is a very common issue I have with games like this, geometry wars, asteroids, etc. I want to be playing the crazy parts! It's a difficult problem because the early parts also have to function as a sort of tutorial and a breathing/ramp up period and you also might not want dynamic difficulty because of things like high scores so it isn't a trivial problem. It isn't unique to your game at all and I'm not sure anyone has solved the problem satisfactorily.
>If you want to try the more fun part, open up game.js in the source and change line 626 to " this.quantumpilot = true" ... to make the weapons random every level.
Awesome, thanks!
Cool game, I'm gonna follow your future games, the choose your own adventure barista game sounds interesting