I really love the idea of making a ship like this but the execution is horrible, first off, there is much to little testing, i ended up with way to many stars. Also since the screen is so small the placemet of modules doesn't madder to much and the simple fix would be to have "power up" modules(If there is then I got to bored to keep playing) that power up modules nearby(Damage, capacity, range), thus adding some strategy to designing. Also the use of fuel artificially inflates the playtime of the game, the ship doesn't go fast enough, the enemy bases are to close to the starting position and finally for such a simple design I'm experiencing occasional framedrops on my Windows 7 PC(For this game, should NOT be happening).
I'm disappointed, I love the base and ship building concept just poorly executed. 2/5
Amazing game for a good 10 or 20 minutes(For those competitive enough even hours) 4/5 I would suggest adding more deph to the game such as perks(Achieved when you "Grow" something) that give slight bonuses. Or perhaps a campaign mode like what CellCraft did would work well as a sequel. If you REALLY want to make people learn stuff, I highly reccomend making a campaign mode with perks and force people to watch a cutscene with a short but enjoyable education. I know CellCraft helped me that way in school and I enjoyed it!
Should I feel like a jackass for capturing mermaids and putting them up in display? Hell no! That mermaid with that wierd krab creeped me out when I was a kid. This is vengeance!