It really is in alpha, and it shows in many ways. I played it with Brawler, with archer and with Dark Knight. I know it will be tweaked, but they did not feel that much different to me, except that I died too early with Brawler.
1) Yeah, shots do not have any weight. They are just sprites not to touch. When I get hurt, I dont have any feedback except the noise. I should at least shake a bit. The enemies are also like that, for me, meeting with the enemies that is invincible until you get near was really offputting, since I just thought they are enemies with high HP, and kept shooting until remembering someone talked about them here.
2) Both background sprites and tiles are randomly generated, I think. Sometimes it produces too weird color combinations, which hurts my eyes. Of course my eyes are okay, but as someone else already said it, it feels cheap and without effort even though they are not. Most of polishing is needed here.
3) Right now, it does not include any external humour by developers, and I find it professional.
Chris' questions:
1. It really is bad when it comes to flying. I had a hard time understanding whether I am a hovering mecha, or a flying ship, or a robot with roller skate. The obvious reason is that, moving exactly follows BoI, and Isaac is not a spaceship. Going in the same direction should increase the speed, and any maneuvre should be negatively related with current speed to satisfy momentum feel. I know, then all the bullet hell setup will be affected by it, but this is how is it. There was a reason why all bullet hell space thingies were sidescrollers, not top down shooters, and if you think you just found a shortcut by implementing humanlike movement to the player, I should point out that it is not working.
2. I liked shot speed. But, I think this game needs a bit weight to the shots, be it screenshake, or more flashy "pew pew"s, or whatever. And my biggest gripe is the following: When you aim for a near target, your own bullets will pass through you. It looks weird.
3. Shooting enemies exactly feels like VWV. And that is a problem. You can either kill them too easily, or too hard, and the only relevant variable is health. Mostly, accuracy problems feel too artificial. Enemy movements are waaaaay too predictable, and feel shallow, as if they dont care where are you on the screen mostly. So, you kill them in 2 shots, or 20 shots, but I did not spend any time at all to calculate where they will be in seconds.
4. Yes. It was okay. But as a spaceship game, I assumed you would find a better solution about including rooms in game, I was not expecting finding rooms in a literal sense. So is this a hangar? If it is a hangar, why there are other ships flying in it? If we are attacking a hangar, would not it make sense if some soldiers or other ground troops were defending it? If it is not a hangar, what it is? Why are the enemies are that kind for us to allow us finish them room by room? Most of the time you develop a fitting story after you completed design of the mechanisms. I think it wont be okay here. In roguelik/tes, there is no story, there is only a background world, if it does not make sense, whole thing will feel out of place.
5. I dont have favourites yet. For me they felt waaaay too similar, be it their sprites or their movements. Some differentiation is a must, I cant see an efficient way to do it. I should mention that, in Isaac, just seeing enemies gives you a minimal idea about their attack patterns. Here, they are all ships, and they look mostly identical. I think more effort should be spent on this.
6. Health was okay I think.
7. Maybe I missed it but does it have a graphical representation for invincibility, if so, I cant remember. So I cant comment on this.
8. No, they felt too irrelevant. So maybe too small even.
9. None yet. I should understand about the mechanics better first.
I know I really sound negative, but yes, I am negative right now. I dont want this to be Isaac in Sapce in a spaceship, so I was a bit harsh. Sorry if I made anyone sad.