Needs actual instructions on how to play. I figured out pretty quickly that it was Battleship, but I shouldn't have to figure it out in the middle of the game. And as the comments indicate, not everyone understands. The wave motion of the field looks cool, but it results in occasional misclicks.
While I'm never a fan of *cough* borrowing assets, this is pretty well done. Add a pause button, and maybe have the powerup descriptions stay on the screen for longer than the current .02 seconds.
I like the approach--having the characters figure out passwords from the environment is infinitely more fun than pixel-hunting...but the storytelling just leaves a lot to be desired. "Something evil is watching you?" Ooh, how exciting. >_> You might have well just put signs on the wall saying, "This thing is evil" or "This way to the evil! ^_^" It's generic and uninteresting. There's also the anachronism of the guestbook saying 1977 and D having a laptop. Good try, would just like to see a better story being told.
Lastly, put a damn 'confirm' in when going back to the menu after dying--I died with my cursor in the area of the menu button, accidently clicked, and lost all my progress. Definitely not going back through again.
So, I actually really like this--take a simple concept, put a good presentation on it, give it some challenge, hey, decent game. But there's a lot that can be done to improve it. Firstly, get rid of the intermediate screen between death and continuing. Between that and the music restarting, the transition really breaks the flow of the game. It would also be nice if clicking to start didn't reset the 'phase' the character was in--or even better, if it started round, and there was some way to pick whether you wanted to start shifting to the more horizontal or vertical shape. This would get rid of the little annoying segments of having to sit and wait at the start of a level because you need to be in the tall, narrow shape but you always start drifting towards the flat shape. Could use a room number and way to see how many rooms you have left--give the game more of a sense of progress.
The hitbox on the mothership seems to be shifted a few pixels to the left--you can fly on top of the nose of the ship and shoot through it, but shots will hit the ship a little ways out from the backend. Turning controls are too fast, it's very hard to aim. Otherwise it's solid.
I do believe, however, that most of the game's problems can be fixed. One fix would be to add a hotkey for pause, and allow movement orders to be issued while the game is paused. This way, the player isn't struggling with an awkward control system while their ships are being destroyed. If a mistake is made it can easily be remedied. Alternately, an Attack command that automatically moves selected ships into range and rotates them to bring a target into their cone of fire would work very well also. I believe if one of these two solutions were added, the game would be a lot of fun--it would still be challenging, but at least the challenge wouldn't involve fighting the control scheme on top of the slippery slope of the game.
I had really high hopes, as I loved Prefectures, but this just isn't as fun. Ships will not acquire targets that aren't in their immediate field of view, meaning you end up with one ship counterattacking an enemy while the rest of your fleet just sits there if your attention is elsewhere. The actual click/spin mechanic works very poorly when trying to control multiple ships, and especially at range--the map scrolls too slowly, and trying to click the map causes your ships to move to where the map is on your screen. Further, the game suffers from tremendous slippery slope for the player. Because the enemy cannot lose commerce/production, if the player loses a planet while the enemy is powered up, it becomes extremely difficult to recover from the loss.
I find this almost unplayable without mouselook, but I have to say I'm impressed. I don't think I've seen any other original FPS games in flash, and this is very well done. Quite smooth. I do agree with the problems listed in LordHylas' post, but there's some real potential in this.
Played for a little bit. Got annoyed with how picky the shapes were and how much the shapes spin. Looked for a pause button because I wanted to chat for a bit. Tried clicking menu, as no other pause was apparent. Lost progress. Downvoted. Left annoyed twitterish comment.