When a shot finishes, the camera immediately snaps back to the unit that fired the shot. This makes it very difficult to see the *results* of the shot, which is far more important. Then you spend half of your time for the next shot just trying to figure out what happened and what's left to shoot at....
The rotation controls are way over-responsive - even a tiny tap of a key will result in a very large rotation. Not upgrading the wheel isn't a viable option, because you need to be *able* to rotate quickly when some obstacle tips you 90degrees right near the surface. This makes the game very frustrating. Otherwise, a reasonably amusing take on the distance-game style. (3/5)
@sonicblaster: survival mode score seems to be 100 pts for each level completed + 100 pts for each tech advance completed. If you're on 23 & have all 9 advances (no refining in survival), you should have 3100pts; badge requires being on lvl 30 + all 9 advances.
The biggest problem this game has is user interface - with so many things done by clicking on a "target", it often does the wrong thing. Often clicking empty space deselects instead of move/attack (maybe drag is too sensitive?), and often clicking a ship (to select or attack) "misses" and causes a move instead... But RTS in flash is hard, and this is a really good effort. 4/5
Very nice game, reminds me of several old-school space exploration games but doesn't feel derivative or unimaginative. Visuals are very good, though game does run a bit slow - tough trade-off to decide on, but I think this does fairly well with it. Also really enjoyed the postmortem, as I'm a programmer and have been considering trying a flash game...
Technically very nice and well done, but the gameplay itself is ... uninspired. Without particularly original theme or gameplay, the generic side-scroll shooter is just another bland cliche.