Games, especially ones like top-down shooters of old, are most hindered by lacking originality in what you fight. Abstract aims to dodge that bullet.
"How does it plan to do that?" you ask.
Well, for starts, the enemies shall behave differently based on art style. Most of the initial enemies you fought were based clearly on being circular, and involving rotating attack pieces. This was key to making it feel as if it were moving smoothly.
This is concept art I am debating about.
-- "Please! I don't wanna go to concept art trash bin! Don't let him cut me out!"
In the next art style to be played through in the game, everything is clearly very much centric on being square, while also not entirely being square. The animations and game play mechanics shall be bent slightly by this change in pace, as will newer enemy types.
Next time, we will be observing how we explain what the kriff is the story behind Abstract. Pssst! It does not involve spoilers!