Playing both this and the other one, I've figured out what your problem is: controls.
You sit there making the game without thinking about the user or the interface. And when it comes time to create that link, you get excited about releasing the game, and do it in the cheapest/fastest way possible, resulting in terrible controls. In Red Avoid, the problem is the acceleration being too fast, in this game, the problem is that the ship noses right up the mouse cursor's arse making it awkward to move around and aim.
Everything else is decent. It's because of the bad controls that both of these games are unplayable.