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A good concept here, I think. I would agree with other commenters, though; it really suffers from the 64px limitation. I've seen the screen essentially be dissolved into what looks like a random collection of pixels and I've got no clue what's going on; this is essentially because the graphics are, I think, at higher resolution inside the game engine and are being rendered and dithered down to fit 64px. A more standard game resolution would likely help a lot with this. I'm also not sure about the overall feel; the ship moves, explicitly, rather slowly (with a "turbo boost" button which speeds it up) and that rather implies that the overall approach is that you pilot slowly, take your time, consider each shot, move gradually and thoughtfully into place, attack from ambush stealth kind of thing. But the first real tutorial is a fast-moving laser space battle between ships, which would much better fit a quick-moving, react-on-instinct, blast-everything twitch style of gameplay. So I don't know how I'm meant to be playing, which makes me confused. I was also a bit taken aback by having to use a whole bunch of keys to do different things; again, that's something more suited to a thoughtful slow style of play, which is at odds with the laser battle I'm made to participate in. There's some good things here (in particular, I think the graphics would look pretty good if they weren't harmed by being rendered at such a low resolution, and the acceleration audio is evocative and let me know exactly how fast my ship was going), so it will be interesting to see what happens when development continues.