The last video (with sfx) looks really nice!
I've got a few ideas, while watching. You actually can use some real biology to drive your game dynamics.
The player is a multicellular organism, so use its cellular nature to make the boss fight more fun:
1) Make your HP = number of palyer's cells. So, when you are hit by the boss, you lose one cell (or a fixed number of cells).
2) Also, your bullets are your cells too. So, you have to be careful not to exhaust yourself while shooting.
I think, biologically, number of cells must grow exponentially,and not linearly as it is right now. It can make things harder in the first phase of the game, where you have to avoid enemies, but for the boss fight it can be a good thing. If you will try exponential growth, the linear dimensions of the organism must increase roughly as a cube root of the number of cells (right? it is a 3D object after all), so that must mitigate exponential growth a little. Also, you can simply do not let it become bigger that certain maximum size.
So, if you are interested, exponential growth can be implemented if you spawn a new cell every (1/(R*N)) seconds, where N in your current size, ans R is the growth constant. I think, that's correct, but you can read
wikipedia article on this.
Growth parameter R can be constant. But you can make it go down to zero, when the organism size N is large, say, define R = C*(Nmax - N) (I think, this modification will limit the organism size N <= Nmax)..
In addition, you can implement food sources (like sugar) that increases your growth rate R as some sort of power up.
That said, there is no reason to make the game really realistic. First of all, it must be fun to play, and all natural features should be added only if they increase fun. It does not have to be ugly simulation.
Hope, there were some useful ideas for your game. Let me know, if you are interested, I can probably elaborate the concepts, or explain it better.