I bought it on Steam, and I didnt like it too much there either. It looks quite a bit better on Vita (Those colours and DAT OLED), but the main problems remain the same:
These things only
kinda make sense, when you look at the full picture, though.
- Cheap Deaths: From what?
---- Meteors: You can drill through them...
---- Enemy Swarm!: You have a Vortex Shield for those situations.
---- Shield enemies: Vortex helps here, too.
---- Random enemey spawn: A pulse wave shoots out from the edge of the screen, as enemies spawn.
The default weapons do a good job of covering themselves, and the vortex last a REALLY long time. I had a semi-hard time following the screen at first, but that went away after a few tries. The biggest "cheap death" Situation for me, is that Vortex doesn't come with a free Drill. Maybe they think that'd make it too strong?
- Emergent, but forgetable levels:
---- Eh, they have more design element setup than most normal twin-sticks, but not as impressive as a real, fully designed classic shooter.
---- It almost seems more like it's just parts of a classic shooter being tossed into random orders.
They at least TRY to have some memorable set pieces (Like the Insanely Twisted Shadow Planet-esque gas zone, othe the gorgeous skies that look like stage 1 of a classic "excaping /entering planetary atmosphere!" shooter like Phalanx), but it would have been nice to have had even more, and also maybe some more memorable enemey swarm patterns.
- Upgrade-athon:
---- That only really applies to the 1 mode. Arcade mode lets you choose a few powerups, and then rush and attack the mode.
---- I will agree that the upgrade-stuff feels like cheap gameplay padding, because none of it really feels "impressive" to me. The Powerups feel nice enough, but that's really all that was needed.
Maybe the game just rubs up aganist "modern colorful, geometric shooter" and "serious, classically well-designed" serious shooter, each a bit too awkwardly. "Random Stages" makes it so that you never have anything to directly look forward to, but it also means you could fight almost anything at any time... and it's less about pattern memorization, and more about twitch reaction.
The Bullet Patterns and pacing don't seem as nuanced as a Japanese Shooter (or Aeternum on XBLIG!

) But thankfully it doesn't try and directly BE one, anyway.
I guess the worse thing about the game is that it tries to be many things, but never firmly settles on any one REFINED thing. This isn't really surprising about a 4p Space shooter; It's not made to be a tightly balanced experience, but a loose, "party" game that's just around for cheap laughs and momentary fun.
I don't regret buying it overall, and I actually think the Narrator is perfectly fine in that "Oddball gamer mumbling over your shoulder at a games convention" kinda way, but it's truly one of those modern-ish indie games, that makes me wish there were more things like Under Defeat being released now-a-days, and less of this loose "make of it what you will"-artstyle / design philosophy.
There's a place for it all though, I guess...