Alexixiv Thanks for the feedback! It's a V1.0 which is why I asked for feedback. I'll have to change the acceleration of the background at some point to start slower and progressively move faster. I did that on purpose. I wanted it to mess with the player's vision a bit. I found the game was to easy without it. I used the background to create some kind of balance.
I figured the enemy start spawn rate might need to be a bit longer in the beginning of the game. I was playing around with the numbers a little bit. I feel on a couple seconds for the plain red squares because that's what felt comfortable to me when switching to the start of the game with the keyboard and the touch screen controls. Admittedly though,I played it a LOT to test things so I knew what was coming.
Making the player be a triangle is interesting. I originally thought of that but went with the circle instead to completely contrast the squares. Maybe I should add in a player select? Let the player decide what they want to use? It might add more choice into the game with no real consequence on the action.
I have future plans in later builds, like adding shields and such. I just haven't thought of a good way to balance the act of having a shield. For every action in the game I want to have a consequence. That's why I added in bullets but every time one is fired, 5 points are deducted.