gunstar heroes had slipped my mind and it's probably the closest thing to my game (though still not too similar). have it on VC--will have to revisit it. the core gameplay philosophy of my game is to overwhelm the player, but at the same time give them the tools/abilities to come out on top. i'm embodying some of the general ideas found in bullet hell shmups (ikaruga, etc) into a run and gun game. the tool ikaruga gives players to deal with the overwhelming odds is the ability to change colors and absorb bullets--ikaruga's specific mechanic isn't a core element of my game, but it's an example of the sort of tool/ability you might have in my game. so to go off oscar's list, i'll share a few details:
Some things I like in my run 'n' guns:
1. One-hit deaths.
2. Fun power-up weapons.
3. An agile main character.
4. Really, really good collision detection (this is why I *don't* like Alien Hominid).
5. Bosses that seem overwhelming at first, but are completely beatable. Multiple parts/phases to a boss are a plus.
1. current plan is to have HP for the player (like in mega man or gunstar heroes), but personally i'm a fan of one-hit kills so we'll see what happens. i just think that the current game design would work better with HP.
2. the game doesn't necessarily have weak weapons and strong weapons--merely weapon choice, and they're all designed to feel very powerful. potentially, there might be a way to upgrade weapons--not an immediate concern right now, though.
3. this is definitely something i'm going for and is very important for the game. it's part of the core gameplay philosophy.
4. hit detection is also very important to me. i plan to make the hitboxes easy to recognize. it's hard to tell in the downsized anigif, but the ship has a gem to identify the hitbox--similar concepts will carry over for your character and the enemies.
5. seemingly overwhelming bosses fit right in with the seemingly overwhelming everything game design philosophy i'm using

. and yeah, i think multi-stage bosses will definitely make it in.