NiallM wrote:So the question is: is this good enough to become a commercial project?
Commercial has such a negative connotation. But if you want to try to sell this game for a few bucks, it's wholly possible, especially with the surge of new (and legitimately exciting) platforms, the best of which coming to mind is
Steam Greenlight.
You're far from that point with this build, I think though. If you haven't played Star Fox 64 ever, I suggest you do so (you're on a computer, find an emulator) , because it provides an excellent model of what I feel would work well for your game. The problem is that if you want to continue in the direction of the space-invaders-micro-to-the-simplified-rts/towerdefense-macro, you're going to need either a whole new art style, or a really clever way to make each planet and invasion feel unique. Right now you're throwing things on top of a black background, which is acceptable for tech demos, but will get you nowhere when you try to envision a lively environment that works with your blobby-pixel approach.
(side note, you absolutely need new sound effects)
Also, the defending-invasion thing really makes no sense with the meta game you've implemented. If you're intercepting invasion waves, why are they heading directly for you and in such small groups? A sense of scope and location would do wonders.
And why stop at pickups? Go for upgrades. Big, over the top upgrades. One of the few shooters that I've legitimately purchased did this (Really Big Sky), and man-oh-man did it work well. Customize-able everything like I've seen in a few flash shooters is generally not a bad idea, and if you're drawing out a meta game to save multiple planets, you might as well be collecting gold and spending it on a 5-shot homing missile set up firing 32 times per 5 seconds with a secondary laser beam that can be fired after 4 seconds of down time.
Hmm. That's my two cents, if I think of more I'll return.