The music is excellent, certainly adds to the action. I found the gameplay a bit difficult because of 1 failing, the movement/range of combat was typically beyond the screen.
The gameplay itself was extremely fast, which is good to a point, but does make it more of a shootem up rather than a dogfight. Will there be boss' that involve more ducking and diving?
The background I thought was a bit sparse what with it being just stars, but then again, that's probably saving a lot of framerate compared to a similar game I am working on myself which has rather lavish backgrounds - making for less AI's at once.
It looks to me as though the game could run a lot more than 50 a side battles if the plot dictated it - so there is some good fast code behind this game by the looks of it, impressive stuff. However it is fundamentally quite simple, so I think you will need to have plenty of other things for the player to do.
The lifespan of one of the ships I tried was a bit low, I started a 1 on 2 battle with the second of the blue government ships, saw an enemy, flew towards him and he got the first two shots in which killed me.
I also found the 1st campaign mission to be confusing, I killed the pirate but I never found the research station - in such a fast paced game I would expect it to be quite close to Earth and perhaps have a HUD arrow pointing to it once the pirate is despatched.
You've got a fast playing game, so I hope that the amount of work needed to keep the action coming at the player doesn't prove too much, good luck in finishing this, i'll look forward to playing the final game.
If you are interested i'll be happy to let you test my latest Space Corps engine if you want to leech ideas?
andy@bansheestudios.com.
Which is the biggest tool? The computer, or the muppet who invented it?