Hi PlaymakerNOOB,
thanks for playing, playtesting means a lot to me, i'm unable to objectively observe things in my own game anymore.
1. I need to look into it, but it should be enabled via rewired. Is the controller working, but you would just like to remap it?
2. Thanks for that one, i can put some stuff on the loading screen like "you can disable screen shakes/flashes from the menu" and also put it in the menu besides shortcuts.
3. Ah yes, that is a bad one, i need to put the settings inside the game too. I'll put that one on the to do list.
4. To be honest, that's a tough one, i still haven't found the proper way to enable it, multiple inputs with couple of weapons are hard to do properly. For now it will stay like this, but i have to find a solution in the future.
5. Thanks, most of the weapons will have drawbacks.
6. As for level length, level progression is based on invisible variable, experience points. Each enemy gives you a number of XP, when you hit the threshold, boss fight activated. It is one of the mechanisms to make the progression slower or faster depending on the skill. Second level takes double the experience, third double of the second and so on, so you can expect to make a full run in about 30-45 minutes at minimum. Of course, i'll tinker with values probably. Anyway, look at the games like steredenn and such, first levels is always kinda quick, with their downside being that you get to the end of level no matter what, they have fixed number of waves, which i don't like, the focus on RH is on destroying enemies if you want to progress. It's all very hard to balance and make everyone happy. One thing i'm sure about is that i don't want the game to be bullet hell, but widely accessible, yet adaptive in regard to skill level.
As for bosses, the plan is to have 4 variations of each boss so it doesn't get boring, and kind of an ironman/heroic mode for hardcore players which will be VERY HARD since the start.
Once again, thanks for the comments, they mean a lot!