Falkus: After going through the main story, I can't help but feel the game is a little bit rushed. It's rather short. Oh well, hopefully there will be some a patch of sorts that expands on the ending and maybe adds a little extra.
Naturally, having just hit a 'oh, you need to restart' bug I haven't finished yet. I wouldn't be terribly surprised if it's a fairly short feeling game though. The dev team is only two people after all. But for $20, even if I was halfway through the store where I got stuck that's still not a bad value for a single player game time-wise.
If I have a complaint, it's more that the game seems shallow. I was really hoping for the broadside/turret system to expand into interesting fitting decisions. But when you boil it down the difference between most turrets is a slight modification of stats.
To give an example of what I was hoping for:
Projectiles vs. Beams - because of the Deflector mechanics Beams present an interesting tradeoff in gameplay. They have impressive stats but you can very easily cut their effectiveness to zero if you're constantly flicking the Deflector on/off. Using beams against fighters is another
almost interesting tradeoff. Beams have a much easier time hitting fast targets. Now, I was kind of expecting that beams would trade that accuracy for DPS with the fact you'd have to 'reload' the beam far more often when shooting small targets like that. Never seemed to be the case though.
But beyond small selection of highly specialized items like EMP Flak and Leech missiles there aren't really many choices to be made in fitting out your ship. But hey, with luck we see a sequel that expands on the good parts of this one. :)