C:\> DSTRTOID.COM /U ROBOTBEBOP /?
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ROBOTBEBOP is a video gaming enthusiast.
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- /E - Command ROBOTBEBOP to eat FOOD, default PEROGIES.
- /S - Command ROBOTBEBOP to sleep.
- /P - Command ROBOTBEBOP to program something.
** WARNING: Use this feature at your own risk! the PROGRAM subroutines can (and frequently will) cause severe sleep deprivation and possibly even destruction of CRITICAL SOFTWARE DATA.
- /B - Command ROBOTBEBOP to drink BEER.
** WARNING: Use this feature at your own risk! the BEER subroutines will cause performance slowdown and possible memory dumps. The severity of these issues will depend on how many times BEER was used in an hour.
- /G - Command ROBOTBEBOP to game. Default SFIV.
For more information, please RTFM.
I'm making a game with some bad dudes at Notion Comics -
check it out
As another addition, maybe it's personal preference, but I would think that levels 2 and 3 should be swapped around, to allow for a more gradual transition to the mechanical base, to allow the user to know they are making progress.
Similarly, for this kind of game I can expect the action to get hectic depending upon difficulty level, so perhaps using the Y button to open a 360-degree radial menu for the inventory may be preferable.
Now, to the actual topic at hand, I think you need to decide exactly on a style to base the artwork on. At the minute the game could go anywhere from being styled like Killzone or CoD to being styled like TF2. If you don't want to do any drawing, I'd give people a few examples of what you're shooting for, try ConceptArt.org for a few awesome ideas.
Other than that I wish you the best of luck. My art looks very much like a crude flash animation, so I doubt you'll want that.
I suggest also mentioning this in the forums. There are quite a few artists in there. If you haven't already joined you'll have to do an intro post or they will eat your soul.
Good luck!
Sounds like Tangerine Dream... I want it!