Content is king I guess, because even if I elegantly create this framework for a game without content the game is nothing. Right now I am at the phase where I need to generate these vast amounts of game content, refine them, and make them into something people would enjoy to play. This is by far the hardest part of the game because fun is subjective. However there are baselines that people will come to expect, from your target audience and beyond. For example, difficulty is a very hard thing to pin down. How do I make it challenging without making it too cheesy? Is it a design effort to make it harder or a simpler multiply enemy health by 1.5x if it is harder.
Also since my environment and level is so dependent on the enemies, I need to make them as fun and varied as possbile. I need distinguishable behavior, silhouette and sound. Without these the enemies just become simple obstacles rather than charactered enemies you would want to play with.
But yes, I am soldiering on to GDC and possibly indie cade with my efforts.
Special shout out to Erwin Peil for providing the kick ass music for the game.