Please consider changing the order of the () powerup. The problem is that the first blast, +, easily drops the powerup close to the bottom of the play area, severely limiting (by as much as half) the usefulness of the X and / blasts...
FFS please don't write narratives that suggest depression can always be overcome without medications. Depression is a mental disease caused by chemical imbalances in the brain, and sometimes medication is the correct way to treat it effectively.
Three star rating. I LIKE this kind of game, but this one had some flaws that made it quite frustrating. First, no upgrades improve the mouse-tracking of the character, making the running-speed upgrade actually do more harm than good, as it makes it more likely to miss pickups and especially rat combos or flying enemy stomps. At top running speed, it's impossible to double-tap flying enemies that don't die with one hit. Secondly, game lag gets untenable when the number of projectiles on the screen at once gets large. As many bullet-hell games there are out there that don't suffer from such lag with enormous numbers of bullets on screen, there's got to be a programming technique that makes this better.
Man, please make "bevel" the default style. Us red-green color-impaired folks can barely see the flat red enemies against the brown (which is really "dark orange") background. The bevel style makes them WAY more visible!
I love that this game isn't a cash-grab in these days of rampant P2W games. Of course, this one was made before that craze started. Anyway, one complaint: being dropped directly into a hole after a respawn. Some logic that doesn't drop your new flashing character over a hole would be a nice improvement.
Okay, so my previous complaint about x coins, the trick there is to soup up fire rate, then getting coins in time is pretty easy. What REALLY sucks is not being able to turn around and shoot at the bosses when they get behind you!
The game is fun, but OMG the X coins in Y seconds are AWFUL and seem to depend heavily on luck (e.g. do zero powerups spawn in the first 45 seconds or do I get seventeen?). That's really frustrating.
It kind of sucks to have daily tasks that are impossible to complete, such as "collect X resources" but my warehouse is already 2000 above capacity in that resource. Or "Open a rare chest" but, although I have a rare chest in my queue, there are 10 others ahead of it and y'all want $100 to unlock another chest opening slot. Especially irritating because it means breaking a daily task combo.
Visual bug: Opening scene, ship flies right through some asteroids. Also, the perspective is slightly too wide, creating a fish-eye effect that is noticeable during panning.
Er, ah, the Sellout Shop implies that the Daily Spin banks up to 36 hours, but after a weekend of not playing, I only got 12 hours banked... Is there some sort of math going on?
well you get 24 hours saved to make 1 spin, and it does 12 hours bonus making 36 hours total.