You know, I feel like my earlier comment didn't adequately explain why the game sucks, so here, let me elaborate by copy/pasting my thoughts from the crap games thread:
"I never would have played more than the first level if not for the card. The gun is underpowered to the point of being useless in the last stage because of the speed changes. A game should never require the player to take a hit in order to progress, but that’s exactly how it works. Speaking of the speed changes, there’s no rhyme or reason to when they happen, so the game might as well be stuttering. The tutorial showed some symbols that correspond to a VCR or DVD playback bar but none of them appear that way in game, so why were they presented? The graphics are trash—”minimalistic” is not the same thing as “good.”
Ugh, everything about it is just a slap to the face of decent game design. I’m glad to see its rating is dropping."
247 all your games are derivative and the only redeeming quality of this one is that it doesn't have that stupid noisy splash at the beginning or any advertisements in it.
Oh, also, assign fire to something other than space. Some keyboards, mine included, won't let you hit two arrow keys and space simultaneously. Make ctrl the fire button.
It needs sound, you need someone to go through and check your grammar and spelling since right now they're not so great, and you need to do something about the way guns work since right now there's no point in upgrading the magnum's gun very high. I'm currently at day 20 with a weapon level of 9; I one shot everything but some things get through because the spread is nil and I can only shoot so fast. In addition to causing additional damage, have weapon level-ups add to the number of ships that a shot will pass through.
Okay, I'm pretty certain I just maxed out the score, so here are some suggestions for improvements. To liven things up, maybe stick some buildings in the background or something with lights that will pulse in time to the music; you definitely know how to sync that kind of thing, looking at Streamline. If you make a sequel, make each song separate and selectable via a menu, since playing them as a marathon is kind of dull. If you do make a second game, don't use random arrows, try to make patterns that will flow well and be interesting. They're just suggestions, mind; overall this was plenty of fun. Great work as always.
It's a neat idea and the color-changing gimmick makes it more involved than Boom Boom, but the music selection is pretty uninspired and the presentation is really spartan.
It's sort of fun at first but it grows tedious. More enemy variety would have been nice, I just ended up killing myself around level 22 because it was boring by then.