Ok, the good points is that there's some good ideas here. The different shot types, the little trilobyte thingy. It's all adds a good level of depth to it. I like that and think it could be expanded and improved.
The bad points are that the writing and art make it rather unlikeable. I didn't care about anything, I barely understood anything and the art made me not want to hear anything.
The collision detection is wonky, considering some shots went right through the top and bottom sections of the boss. Also, a lot of the smaller ships went right through the walls.
Also, Either the ship is too slow or the enemies are too fast because sometimes getting hit is unavoidable, at least on the first run anyway. I mean, there were times where I just rammed through things and rushed to the repair points because I couldn't be bothered trying and failing to shoot them
Oh and, one pet peeve of mine is the idea of having a rapid fire weapon, when only one shot can be on screen at any time. At panic moments, and you shoot more than once, it's almost guaranteed that nothing's going to reach the enemy before the next shot is fired. This is only exacerbated by most enemies needed more than one hit to kill it.
Also, that little warning light that says when invisible mines are around could definitely be bigger and more noticeable. I didn't even know it was on the screen when they first talked about it.
Oh and level design, more than once, I got lost. A map would be handy.
It's a good first game, but there are issues.