Thanks for the words of encouragement! Right now I'm a bit burned out with the project, and hearing back from people who enjoy the game is a great incentive. I'll be working on a new level with gravity zones this weekend and see how it goes.
As far as the game's art is concerned, it does have a few problems. The thing is it's what I've been able to work with according to my current knowledge of Unity, programming and level design. All in-game objects are 3D models, so sprites might be hard to implement, and I've come accross some massive problems like making the level borders look good using my ridiculously limited objects (a cube and a half-cube, which are rotated and scaled to create all the static level parts).
Perhaps the game could use an art director, but right now this is the best I can manage (since I'm wary of investing money on my first project). The only things I actually spent money on so far have been an Xperia Tipo, because of its screen having the lowest resolution among Android phones, which is great for making sure the GUI displays properly, and a not-so-new Samsung Galaxy Tab, which I think is some kind of AT&T exclusive model or something, but I'm merely using it for testing so I haven't looked too much into it.
The two Android devices have costed me about $500, and I'll be upgrading my Unity 3.0 license to 4.0 sometime in the future, so that'll be $125 more; however, I won't be upgrading my iOS license yet since I still don't have a Mac to compile on, nor an iDevice for running the games.
Once I have some more levels, I might upload a demo build on Desura as well, but right now I've just set the game's page up over there to see if it can get some more exposition than it would on my boring website or my fairly modest Twitter account.
Back to the thread, that new UFO chopper sure looks good, and Diablohead's project seems awesome. Here's to hoping all your investments pays off, because the game sre looks like it'd be worth it!