Thank you very much for your comments!!
+ I like where your game universe is headed, two brothers separated at birth and trained to be sworn enemies. The gameplay doesn't really match this fantasy for me, though it doesn't have to. The tower seems like a non-sequitor.
It's because in the original concept, if the tower loses, the players could choose to battle each other, or even during the main ga meplay, they could attack each other and be the sole winners... we didn't have time to do that, tho, but it's still planned for the final version. I hope that if that is in the final version, it would make it clear..?
About the tower being the non-sequitur element, well... it's the element I think gives the story a bit of a fantastic spice
+ Have you considered more of a Wario-ware style approach to the game? Rapidly shifting the mechanics between a dozen or so simple games? You could have each mini game tell the story; in one they're separated at birth, in another they compete in lasergun training. Random ideas aren't helpful, sorry.
Maybe it would be interesting, but I don't want to stray to much from the core gameplay. I'd like to build on top of it instead.
+ I had a hard time relating the distance between the projectiles and the shields on the tower. I don't think this will be easy to address. Perhaps having the projectiles travel along the "floor" might help, but that messes with your tetris barrier thing.
What do you mean by traveling along the floor? Like having a shadow that would help show where the projectile is in the space?
+ I also couldn't tell when the shield from the tower was moving in response to my key commands.
Yeah if you mean the tetris wall, there's is definitely something wrong to its commands... I think the wall should be paranted to the ring that is below it, so it moves smoothly, and you can protect yourself better.