yaaaaaaayyyy somebody cares
Coming up with a solid game world and style was definately something I wrote down before I started. Most games are just made up as I'm going, and No Time To Explain was especially a god-damn mess in that regard.
This is why I'm doing a tonne of concept stuff now, to make sure I've got a CONCRETE idea of what I'm doing before I dive in. I wrote down a plan of what happens in Act 1, Act 2 and Act 3, and I'm splitting those into what happens on individual levels now.
It's still a goofy cartoon, but now all the characters and enemies are part of a really neat little story with a beginning, middle and end.
I'd write what it's all about, but then this post would look like a wall of text and nobody'd read it.
I drew this to help communicate what I'm aiming for:

I think I'll draw more scenes like that soon.
Anyway while I was outlining what happens on all these levels I realised I need way more enemy types. So I got more ambitious with what I was doing:

These guys are regular shoot dudes, EXCEPT they have 2 interesting states:
If you grab one, you'll hold him facing the opposite way. So you can use him as a weapon.
If there's a storm ball onscreen, they'll all gravitate towards it. This means you can't get close to them without being electrocuted, and also it makes their fire more concentrated and dangerous.
Enemies that have relationships with other enemies is FUCKING COOL!! I can't wait to have robots who combine like a megazord, or enemies who infect each other or whatever. Fastball special.
Here's something I did with that concept:

These guys are 30 little bots who will seek eachother out and bite onto eachother's tails to form one long snake. They're invincible when connected, but otherwise have pretty low health. Also they're more dangerous when connected cos they take up more of the screen.
Now I just need to keep my head on straight and decide when something's genuinely cool, and when it's just programmer-cool.