fuction before form
In most cases, flash games are a delicate balance between function and more. Poorly coded games, no matter how beautiful, are just intolerable. However, a game that struggles artistically can still be playable. Sadly, I found this game intolerable. It's lovely to look at, and I'm so thankful there is a mute button, but the biggest flaw was the firing system, The bullets are beautiful, and the physics engine is charming, but it's so inefficient for the player. I was frustrated far to quickly to even bother beating the game before writing my review. Watching my bullets spiral around the target aimlessly because of the semi-authentic centrifugal force to velocity mechanism (despite being 'locked on') was aggravating. I was glad there was a freezing weapon available early on, but any strategy I employed (and I can assure you, I'm quite good at these sorts of games) proved limited by the game mechanics. I always look for a game that responds intuitively to my level of game play. Difficulty settings, and quick response times are important to great game play.
I don't think the average player has the capacity to negotiate themselves on the fast-paced 2d surface, extrapolate trajectories for their ships movement, and still be able to place themselves in the proper angle to have their ammo fired in a direct line to guarantee the hit - all at the same line. It's time to lower your difficulty for the earlier levels.
Great idea, it's a lot of fun, and I'm really glad the tutorial was short and sweet. I can't stand long-winded explanations of games that only need a hot-key list. Keep producing, and remember to keep your audience's needs at heart when you get to the point where you have to decide what the true goal of the game is: an interactive story, moving art, or self-gratifying entertainment.