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But ok, here is one where I don't have to think much about balancing:
Type: Powerup
Name: Asteroid Volley? (I'm not good at this)
Description: If you hit an asteroid with a weapon, you push it in this direction and it does high contact damage with the enemies.
Dependend on the weapon you used, the faster the asteroid flies and the more damage it does.
Pros: Quickly get rid of asteroids while damaging the enemies with them.
Cons: Very situational and useless against bosses.
Type: Weapon
Name: Double O Jaws
Description: Shiny metal set of teeth that chops through closeby enemies + Capable to deflect a certain amount of enemy fire when being shut on purpose by holding down the fire button. Will overheat if used to much. Overheating causes a cooldown which renders the weapon unuseable for X seconds. Secondary fire mode: Uses teeth as a projectile that travels for a specific range and then will slowly return towards the player, enemies in between that path will get crushed.
Pros: Melee weapon, the closer you are to the enemy the more ouchies you deliver.
Cons: Useless against groups of ranged enemies.
Seen weapons similar to these in the recent past, always liked the reward for risk playstyle they represent. Adding a James Bond / Richard Kiel reference, hell yeah!
Type: Powerup
Name: The Revenging Sloth
Description: if you get hit by an enemy bullet, you'll release a sort of sonic wave that slow down (both speed and fire rate) every enemies ships getting hit by that wave.
Pros: Could be very useful when there are too much enemies on the screen
Cons: You need to get hit to activate the effect.
Type: Weapon
Name: Fibonacci's railgun
Description: works like the railgun, but it shoots following the path of the golden spiral.
Pros: Good coverage almost everywhere on the screen
Cons: Aim