Haha, wow. This game is actually a munchkin RPG in disguise. I played it to act 12 to see if it gets better, but it has pretty much every staple of bad game design, including but not limited to:
— no replay value whatsoever;
— every difficulty you meet along the way can be overcome by grinding;
— the ship's hitbox for enemy collisions is 1.5 times larger than the sprite;
— overheating weapons (now THAT'S a great idea!) that only serve the purpose of another purchaseable (read: grindable) upgrade;
— extremely poor enemy movement/shot pattern design straight from 1985;
— meaningless gauges for the sake of meaningless gauges (level up fuck yeah! Achievements woo!);
— long and boring cutscenes that take several seconds
even if you skip them;
— enemies spawning on top of you mid-stage;
— screen violently shaking and flashing each time you get hit (read: a lot);
— et cetera, et cetera, et cetera.
That's not counting the awesome stuff that happens if your mouse cursor leaves the boundary of the screen mid-battle. But that's an inherent platform disadvantage the authors have no control over if they want the game to be enjoyed by casual Internet audience.
However, five minutes of playing
Mu-cade is enough to realize all this and never go back to this game again. Thanks for reminding me about it.
(Did I mention that Mu-cade was developed by only one person? Yeah, there's no excuse to do worse for a funded development studio.)