Thanks for the comments.
Quote: "I think the game might feel better if you increase the movement speed of the player and enemies"
Someone else has told me it could do with being a bit faster. I've not had a chance to play with this but I aught to.
I want the player to be able to upgrade their character so I'm currently using what I think is going to be a level or two above a starting character. I expect things like rate of fire and speed of attack to get faster as the player progresses.
Quote: "Also are you planning to add in jumps? It would vary up the game play and allows for more interesting level designs."
I'm pretty certain I won't be adding in jumping or dash moves. However, I'll agree with your earlier comment about the game needing some "verticality", it is rather flat.
Taking a slight more holistic view, I need to add in more things for the player to do, make the levels a more interesting to navigate, make it all a little more interactive. In all honesty, if I could come up with things that obfuscate the lack of verticality then I would do that.
I've got some ideas that I'm going to try out.
Quote: "Really like the bloom in the light , did you create a shader for this"
It's done with the bloom shader from the examples.
However, I've done something clever with the toon shader so the bloom affect for the maps only kicks in when the red, green or blue values of the pixel are above 252. If you look at 1:07 into the video you can see one of the "light" columns goes from grey to glowing white as the camera gets closer. It's not a smooth transition, it's not supposed to be, but it's less abrupt and I think looks pretty cool.
The colour scheme and general look of the game was inspired from the comic book Shakara that appeared in 2000AD and I'm really pleased with it.