I restarted the game for the third time after accidentally clicking onto my second monitor and crashing the game; as I detached the dead weight I resolved myself to complete the game without returning a single plant baby, i.e. without healing. Unfortunately the babies stack on top of each other rather than following like ducklings and so I mistakenly assumed I had received them all; alas. Another item which was graphically difficult to distinguish was when exactly enemies spawn, although I enjoy the tactic of shooting through another creature before it spawns to damage the spitters early. The mechanics of combat are somewhat difficult to intuit, mainly because most games in a similar fashion would implement the dash in such a way as to be following the velocity of movement input, and so many such cases wherein I dash into the clump of creatures as I try to strafe around them.
The game has a fun and classic Nerve balance for an isometric "twin-stick," but a few touch ups could have excelled the Land motivation insofar as complimenting Nerve; i.e. the ducklings could have easily designed more legitimacy into my self-imposed challenge of skill, not to say anything about distinguishing the quadrants of the map with small distinctions which are more effort for less of what you'd need here, in my opinion.
A twin stick shooter like Geometry Wars relies on the simultaneous inputs of radians and magnitude, such that shooting in any of 360 degrees becomes one continuous input. Imagine a game like this requiring you to return the stick to the dead-zone each time you wanted to fire a bullet. Allow me to shoot automatically if I want to, and reward me for realizing that I can shoot faster by making a conscious choice to do so by timing my clicks. I find the visuals of Bastion mixing 2d and 3d to clash quite a lot, so it's commendable that you tried for a similar style even though making it with only 2d visuals is considerably more work.