I'm a solo developer neck deep in development of my first commercial game, Dark Stars. There's a bunch of media below if you want a quick look. I've also released a short teaser demo, and I want feedback!
I wish I'd found this community sooner in development. For the most part, I have been developing Dark Stars in a vacuum up to this point, away from the scrutiny of other real shmup fans/devs. Dark Stars is the synthesis of some broader game ideas I have that happens to be expressed through a shmup lens. It's very much not a game by a purist for a purist. With that in mind, I'd love to discuss those more philosophical ideas with others who understand the genre (something I haven't been able to do yet), but I'll refrain from that here for now, and instead I'll just explain some of the finer details.
Dark Stars is a vertical-scrolling, narrative-driven "anti-shmup," so-called because the player has no weapons that fire directly. This design choice is basically the logical conclusion of my initial concept, a disempowering shmup: no screen wipes, no score chains, no popcorn enemies, etc. So why not go all the way. Instead of shooting, combat is more "passive" (I hesitate to use this word). By removing guns, the player must utilize the whole field, weaving around enemy ships, bullet patterns, environmental geometry, and traps.
You incapacitate ships and gather resources (souls) by simply being near the ships. These souls power your shield - getting hit empties your souls and leaves you vulnerable to a one-hit-kill, a similar system to Sonic The Hedgehog's health. They also power the centerpiece player ability, the Maw. This is a circular trap the player lays down at any time that has a bunch of properties, including nullifying bullets and sapping enemy ships that move into it (and more I want players to discover). Feeding souls to the Maw by dragging them in increases the player's own offensive properties, creating a feedback loop of offensive power. But using these souls again leaves the player vulnerable. I am trying to create a tension between these two incentives: resource-guzzling offensive play and resource-reserving cautious play. I hope this comes through in the demo!
So, with that cumbersome explanation out of the way, here's some media!



Here's the second of two gameplay trailers:
https://www.youtube.com/watch?v=nKHNEdmIHyk
I'm most interested in getting feedback on my little demo, linked at the top of the post. It currently only runs on PCs with Windows 7 or later (probably XP too but I haven't tested this). The game is coming to PC and smartphones, but is native to PC, and this version has the most options, etc. Right now it controls with WASD/arrow keys and supports the Xbox 360 gamepad. I'm proud of the gamepad movement in particular, but I've tried to make the controls smooth and responsive on the keyboard too. (To this end, I've added a "brake" key; holding down Shift slows your movement considerably, making it much easier to weave through tight spaces and chaotic sprays of bullets.) The demo has a barebones installer, and comes with .NET Framework and XNA if you don't have those prerequisites installed.
I would appreciate constructive criticism immensely. Mostly regarding the mechanics - all the art is my own and I am well aware of my limitations

Thanks a million!
Also, I'm not here to plug, but just FYI: the game is in its last few hours of a modest but successful Kickstarter campaign. I also uploaded it to Greenlight as well. If you're especially interested, give us a vote!