Pretty good game with a lot of promise.
What's Great:
The game itself is novel. You pilot a ship that essentially fires its own weapons, so it's like a sort of multi-crew simulator where you don't assume absolute control of the ship, but can still be really immersed into the game environment. I always like that feeling when playing a game; like you're not a single-man army but a part of a functioning squad of people depending upon your movement.
What's All Right:
I have some reservations about the color scheming of the game, where pickups that should be retrieved blend in too well with belligerent object to be avoided. I found the autogun to be for the most part not interesting enough to be upgraded, and feel that if it had some more oomph to it, more aesthetic kick, I'd be doing otherwise. Maybe a quicker stream of projectiles at the expense of damage per shot (same damage per duration, just cooler looking)? Perhaps it's rotated not by the mouse but by the arrow keys so we don't have to go 350 degrees to go 10 counter-clockwise?
I think that the bombs could also use more kick in the higher levels. At first, they just pop harmlessly, and the only visual difference in higher levels is an increase in the scale of the blast. Maybe if the blast animation was changed up after a few levels, to make it more sophisticated and stronger looking. Same thing with the gun. Change the projectile graphic when it passes certain levels.
Players love a visual representation of progress from their boom sticks.
What needs work:
What the game mostly needs more than anything is simply content. There are plenty of enemies, but the player remains constant throughout the whole game.
The control of the autogun as is makes it easily forgettable while playing. I just went straight for upgrading my bombs.
I did suffer a few quirks with the shields. Some enemies would destroy me instantly upon touch, sapping my shield dry without killing them, too. And if contact with an enemy doesn't kill that enemy, it leaves the player really unsatisfied with an inability to kamikazee their hapless foes. Trust me, that complaint came in NON-STOP with Twilight Valkyrie, and thus, it's become a maxim in my game design bible.
Lastly, the raw materials would be better if they came from the obstacles themselves instead of forming from off screen. It gives incentive for the player to destroy these enemies, and it makes it more apparent that they are powerups that should be retrieved. Other powerups from enemies could also include temporary invulnerability, weapon boosts, or even ammunition for a third "super bomb" type. You know, those screen-clearance weapons that are always awesome cool, like the ship warps out, Thor declares war on the vicinity, smoldering wreckage ensues, and the ship warps back in all "sup buddies wud' I miss?"
Players LOOOOOVE Thor.
Good luck on the next incarnation. And as always, kick me when it gets completed. This is a game variant that certainly has the capacity to perk one's addiction.