Do orbs not carry over between attempts, or is that only the top row? If they don't carry over at all, then they're horribly overpriced. If only some carry over, you should mention that so the player doesn't waste an attempt. Also, the ship's aim is pretty bad, especially against fast enemies.
I've always said that the first step to growing up is recognizing that what you want and what you get have nothing to do with each other. It's a valuable - if generally depressing - lesson.
The Karma:XP reward ratio is game-breakingly skewed. As is, I hit the level cap hours before I can scrape together enough karma to unlock the next area, and that's without buying new skills. I'd suggest adding karma bonuses to combos, as well as making loot more valuable when sold (increasing the purchase price in shops would be fine to compensate, since drops are better procurement methods anyway).
If it were "game-breakingly skewed" we'd see that very clearly in the data generated when people play. As it is, the vast majority of players are chewing through the content easily (and for free). If you want to progress through more quickly, then please consider purchasing some Karma. Not only will that address the "problem" you are having, but will help support us in our efforts to maintain and improve the game. Thanks!
I would like to go on record saying that the ending scene was entirely wrong and inferior to my actual performance. Because I shot the Captain/King in the crotch, causing the arrow to catch on the boat, resulting in the Captain/King dangling off the ship. By the crotch. Crotch.
Landing is a bit wonky. One time, I touched down gently, nothing happened for a second, then I lost nearly all my health (it was full when I landed) right before the level ended. I've noticed that having any horizontal momentum while touching down causes the ship to slide a bit. Maybe that's the problem.
Endgame enemies have way too much health. I have three L25 Plasma Bombs equipped and I still can't kill entire enemy groups without either wasting bombs or ramming them. Part of the problem is the gun spread; an option to alter the firing angles (or just defaulting them to firing straight ahead) would be a big help.
1) Rockets need a much better turning radius. As is, about half of the ones I fire just circle around an enemy uselessly. 2) As other players mentioned, either reduce the amount of obstacles or make the obstacles cause a lot less damage (or, better, let the player purchase in-mission repair kits with all the money piling up that I can't spend until I get more skulls).
Having the player's shots destroy health pickups is not at all cool. The game's hard enough without almost automatically losing half the hearts that appear. Enemies also take an absurd amount of damage considering how little time you have before they disappear.
In addition to the constant forward motion issue, there's long moment after an attack animation where you're unable to change direction. Allowing the player to change direction mid-combo would solve both problems, as well as making crowd control...well, not "easier." More like "possible in the first place."
Storm clouds and birds are ridiculously overpowered (example #2312 of sentences I never imagined typing), mostly due to their size and prevalence. The enemies guns seem unduly strong as well, usually destroying part of my plane after two or three hits, even with several armor upgrades (whereas I need many, many hits to down them, again with upgrades).
The only thing you need is a practice. This game is not easy to play at first time, you need to develop some skills and be patient. And sadly, that is the reason the game gets low rating from some players. If you are patient and practice, I guarantee you you will have fun!
A couple of issues I noticed: 1. the crosshair is a bit to the left of where the guns fire. Not a huge problem except at range or while using slower weapons, but still pretty annoying. 2. The sound effect for picking up items is too loud, to the point of drowning out the glass-shattering effect for the magical skydiver zombies, which itself is too quiet.
Hit detection needs work. Every fifth or sixth shot just goes through enemies, and not when they're invincible after being hit either. Speaking of which, giving enemies invincibility frames does nothing but artificially lengthen combat. Not allowing the player to pass through unneeded hearts is silly. Lastly, hitting a wall while jumping causes friction that prevents you from jumping as high as you're supposed to.
If it were "game-breakingly skewed" we'd see that very clearly in the data generated when people play. As it is, the vast majority of players are chewing through the content easily (and for free). If you want to progress through more quickly, then please consider purchasing some Karma. Not only will that address the "problem" you are having, but will help support us in our efforts to maintain and improve the game. Thanks!