The aesthetic goal of my game is to make a game that incorporates the theme word of falling by invoking an angel falling from heaven to the earth. During this fall, the forces of heaven are chasing you, creating the beams of light that you are to dodge during the game. At the end of the game, the angel player character has become a fallen angel, with black feathers and a darker coloring, further incorporating the theme word of falling. The end shows that the player character made it to the surface of the earth. The gameplay of dodging is intended to invoke a frantic escape, and the attacks ramp up as you get farther and farther away before waning again as you get beyond your enemies' reaches. The lack of an attack on your side is to emphasize that you are more escaping and running away than fighting, as you can't fight back against that kind of enemy. The mouse controls help portray the player character as fast and nimble.
The gameplay goal is to have a bullet-hell type of game that focuses on dodging more than anything else. The controls are mouse rather than keyboard, like wasd or arrow keys, as it allows for faster movement with more control. This makes the game easier, as you can move to where you need to go in less time, so you have more time to react to what you see on the screen. You can also better correct for movement that is too slow or when you move the mouse too far with a rapid mouse flick. You should be able to read the safe areas and move to safety on reaction, and you should not need to memorize any sequences.
The game is unlike many bullet hells in that there is no enemy to shoot. It is unlike games like Phoenix 2, where you are both dodging shots and firing at enemies. It splits your attention and makes both actions harder to perform.