The turret aiming assumes the tank is level. If not, the turret points to where it would point if the tank were level. A confusing design choice and I think a mistake.
In many levels the HUD obscures important elements in the game area. Elevators, score boxes and holes in the platform. Poor game design choice or poor level design.
Not, seemingly a lot of challenge, but I am, admittedly, quitting early. It's sort of boring. I don't know what to tell the devs to help fix that...
Clever shield recharge mechanic. Otherwise not so good. Way to much repetition. By normal standards an under-average shooter. By Nerdook standards... WTF?
I rather like this.
That having been said... The screen move function needs fixing. Badly. The screen jumping all over the place but never where you want it is a serious problem for a game like this. Control with keys instead of mouse would be the way to go there. A&D. Also, the upgrades screen could use some explanation. The icons are intuitive to the author but not necessarily to a player.
The enemies have different graphics but suffer the same problem as most games coded like this. They follow the same pathfinding routine and given the limited space basically have to all be about the same speed. This causes them to all bunch up and require the player do nothing but circle the pack and shoot towards the center. It's not that this is the best method. There just isn't really another viable plan. Not a good way to do this guys.
The game gets more exciting once you reach a higher level and join a clan~ :)