It is decided

I have found the style I am going to use for level 3. It involves two lines of pulse enemies along either side of the screen creating a restrictive path for the player and “asteroids” being launched at them at predetermined points along the level. These “asteroids” lock on to the player at launch but don’t deviate from there initial path, so as long as the player is moving they shouldn’t be too hard to dodge.

This level will likely get closest to a traditional bullet hell as it is more about memorizing a pattern than it is about quick thinking, although the boss still has randomized elements that require fast reactions.