It's my first game since getting indie version

The basic idea is similar to hyrule warriors: capture keeps, etc... and the background theme is from nintendo. Thankfully everything's going pretty smoothly!
I'm hoping to make this a big project later on, but for now I'm still adding basics.
In the game you play as a UFO (because it's easy to draw), going around capturing keeps and killing enemies. There's no story or goal at this moment, and the player is invincible for testing purposes
The controls: WASD and J to shoot (
@Pixelpizza's controls) plus K for a direct attack. Bullets need charging but direct attacks don't.
Support button: If you need help, or need an army for an attack, press this button. A part of all allied minions will come to you (sometimes they're far away and need time to reach you). A few seconds cooldown every use (will be less frequent later)
Outposts: blue ones spawn ally minions every 15 seconds, red ones spawn enemies.
Enemy minions chase you if you're close. You can kill them with minions or your weapons.
Keeps: there are currently 2 keeps. Attack the diamond in the middle!
And that's about it. Feedback is important so please post if you can

(and much credit to nintendo)
http://flowlab.io/game/play/645828Also you have to skip 1 level
Comments
All 3 keeps are playable, but the player is still invincible
To unlock the door to lv2, one must capture all three keeps.
Advanced minions: enemies and allied alike, these guys move a lot faster than the original, slightly tougher and independent. The enemies chase you from a lot farther away. Diamond-shaped and darker colors.
Three-diamond outposts: Spawns an advanced minion every 30 seconds.
Level 2 is all about holding out until allied forces come to rescue you. No weapons at start! You have to find the sacred sword (not yet added) to have a chance at fighting back. Your village, now a wasteland, is being invaded by enemy forces and you're their only remaining target.
What's new:
-Chaser enemies: looks like enemy minions but are faster and can spot you from a long distance.
-Nets: lure chasers into nets to kill them
-Teleporters: go in an underground passageway to teleport.
-Blades= simple blades that mindlessly go back and forth.
Please tell me any comments/suggestions if you have one!
After a base is destroyed, its respective player would die along with the enemies/turrets spawned, and the grid they captured would become claimable again.
Sometimes neutral bosses would spawn in, and threated to destroy all the bases- resulting in a draw. Players would have to temporarily team up to defeat it.
And then there's the matter of bosses, thinking of one AND executing it would be hard... Maybe a giant centipede or something?
In lv2 there are 3 waves you must survive (though invincible for now) to reach the giant boss! You can use the sword attack with K.
Wave 1» 30 secs. Normal chaser enemies only.
Wave 2» 30 secs. Normal AND advanced chasers. Advanced chasers are very fast and resistant but are way less accurate.
Wave 3» 60 secs. Normal AND advanced chasers, plus tanks. Tanks don't chase you around but aim and fire at you. TOTAL CHAOS!!
After the two minutes are over all enemies and outposts will disappear and a cutscene will start, marking the entrance of the Giant Centipede. To play lv2 you have to get rid of the black ui box in the editor. Of course, this is only temporary.
The centipede is sent from the rogue forces, that's the reason enemies retreated- that's what I'll probablh stick to.
the crappy introducing cutscene took me like 45 minutes to make, how long will it be before I can make a decent-looking boss?!
However, the bosses will target the player and behave separately.
This seems tedious at first, but it's definitely a time-saver
Mainly it's the design and animations I'm worried about, I suck at spriting
mostly because I'm impatient to get things done. To actually make the boss's animated attacks look moderately good, it'll take like two weeks.
I'm going offline for five days next week anyway, so it'll be delayed for a lot longer than I hoped to actually finish lv2.
nvm now
-The graphic sucks, but it'll have to do for now
-Added boundaries to LV2
-The giant centipede may:
Point at the player when he's close
Randomly move forward really fast
Shoot out rogue minions
Shoot out rogue speeders
Shoot out centipede lasers
Create vortexes
-The Centipede will appear after all three waves are over, so to test you must survive through it...
-When it first appears, it will spawn 20 rogue forces at random strength (minions/speeders)
More will be added soon!
*The boss music is Bull's Eye, credit to KDrew
The player has 50 lives total, when it's completely depleted you will have to restart the level.
Enemy/rogue minions and speeders, sawblades, the centipede etc etc will each deal 1 damage upon contact. It's not as small as it seems, so watch out for that. Hearts can sometimes be found after defeating an enemy speeder, which restores 10 lives. The centipede can sometimes emit a large fireball that deals 10 damage.
The boss now has more attacks and more movement control. It also has 10 lives, which can only be chipped away by luring it into sawblades. You can only get its attention by getting very close to it, which means dodging attacks will be very difficult. It's hard!
Direct attacks don't affect tanks or rogue forces. Rogue minions can be defeated using nets but rogue speeders and tanks are invincible! You just have to outmaneuver them (teleporters could be useful in case of r.s.) until they eventually disappear.
Also I have to find a permanent mp3 code for the boss music. Every site I found either has only mp3 addresses that last for 2 refreshes or are infested with slot machine spams or fake "virus code detected, if you close this window the computer will instantly format itself and bflairuwskhfdvdvwjvt"
so... any help on that would be appreciated
A part of LV3 has been made.
The special forces unit is a TANK, he/she is really defensive and can fight well
Speaking of that, I really should add new weapons and upgrades. The attack system is currently a bit repetuous...
-Aerial enemy: Fire phoenix! Pet of the Fire sorcerer. Find out its role on Lv3!
-Giant Centipede's giant fireball graphics have improved.
-Level 3 has a new keep with new enemies! More surprises in here
I will probably work on (special) attacks and upgrades next.
-The Centipede's most devestating attack (dark aura laser) was redesigned as a giant animated space beam. Instead of emitting eight tediously drawn lasers without warning, the centipede will show a very brief buildup animation to warn the player. It does more damage than the previous.
-When the centipede hits a blade (thus reducing his life), he teleports away to a random place. Rarely, he'll teleport with no reason at all.
-The boss now has 7 health instead of 10, but the new version is still harder to beat than the old one.
If anyone can beat him...
(I'm savage)