It might be a good idea to mention bots in the title. I normally skip over multiplayer-only games because I don't have people to test them with.
Good point I'll change the thread title to make this fact more upfront.
-The main menu has issues. I can click on things with my mouse and they react, but the menu items don't actually have any effect.
The main menu can only be controlled with WASD or Arrow keys with the spacebar to accept selections and the Esc key to back out, I think people tend to click on the menu because the menu looks clickable. I see what I can do to make this more clear.
-On a related note, it might be nice if mouse+keyboard worked. It's not ideal for a twin-stick shooter, but still doable.
Mouse and keyboard should work, there is an option to switch between M+KB and controller for player one under the options section of the main menu.
-I was very happy to see that you built in a delay when scrolling through menu options with the gamepad. There was a small issue, though, where sometimes the menu would keep scrolling after I let go of the thumbstick (as it moved back to the center position). It might be a good idea to only change the selection if the stick is pushed almost all the way in one direction.
Thanks for letting me know, looks like I need to increase the controller deadzone.
-The Player Select screen is interesting. I'm so used to left being "less" and right being "more" that it felt very strange to use that menu.
That's odd, left should be less and right being more, I did have another tester point this out recently, it's nice to have confirmation and I'll try to find the issue.
-Once I got into the game itself, I couldn't move or aim. I could shoot, but that was it. The thumbsticks did absolutely nothing. Then I realized that I had to play with the keyboard and mouse. I had to enter the game and make selections using the gamepad, but had to play with the mouse.
That's strange, by default the controls should default to mouse and keyboard and should lock out the controller. Although now that I think about it, having both inputs work with the controller plugged in isn't a bad idea.
AI should probably pick targets based on health levels, distance and weapon power. It seemed like they just all targeted me most of the time.
Right now the AI is rather basic and just targets Player one (they also function as a team and the round ends when player one dies). Originally I put them in just for testing purposes but I should really make them more intelligent.
-When I hit the enemy, I don't get any real feedback. Some sort of explosion, debris, flash or knockback would be nice. It's just not satisfying to shoot something over and over and over with the only result being a slightly smaller or emptier circle.
An excellent point, I will look into what sort of visual feedback makes sense.
-One level showed me its configuration and then moved on to a new level without letting me play first.
Thanks for letting me know, another tester reported this bug too.
-There seem to be two guns that use the tiny triangles as bullets, which seems a bit weird. I kinda expected the circular gun to fire circular bullets.
One of those guns might have been the charge weapon. Originally I picked triangles for projectile shapes because you could tell which direction they are going. Circular gun? I am not sure what you are referring to.
-I liked the music. It seemed fitting.
Thanks! I'll pass it on to my music guy.
-The art is all right. My only suggestion is that I think players could use more precise health states. It wasn't always easy to tell how many hits I, or the enemies, could take.
Good point, the health states can be a bit hard to see especially with the score overlay on players.
That seems to be the biggest problem with the game: That some of the random configurations are boring. That said, the only really bad part was the slowness of the basic blaster, so maybe if that's removed or improved, there won't be any boring parts anymore. Some more varied arenas might be nice too. I never really felt like I had to change my playstyle to deal with obstacles, only to deal with weird weapons.
I'll see if I can make the basic blaster more exciting and if I can't, I'll ditch it. The environmental objects could do with an overhaul to make them more impactful with player playstyles. I'll also look at other modifiers that seem less exciting and see what I can do to spice them up.
Thanks for your feedback it was very helpful and greatly appreciated!