Is this in reference to the missions that are shared across several bosses (blow up a target, kill N ships that can't shoot back, etc) or just in general?
I was referring to the copied missions
I know they are still unique gameplay wise, but making them seem more unique when looking through the missions will give a sense that the game has more missions.
Do people feel like missions are getting too far out into left field? Should there be more "kill ships, with some constraint" style missions? (things like the "Don't shoot the target" one?
I personally like the more odd missions. Also, the 'super turret' missions feel like advance training missions, teaching you techniques like blocking and advance control.
Also, I think you should have another mission like 'learn to fly' where you have lasers above as well, so you actually have to control the ship, kind of like the helicopter game. (or whatever game you were thinking of when you used this control scheme)
The default versus options are basically random. Since most of my friends aren't really into shooters (and the ones that are live in Philadelphia, on the opposite side of the country from me) I haven't had much chance to test this first hand. If anyone who has managed to find people to play this with can weigh in, I'd love to know what people think would be a reasonable "default value" for the settings. (I basically tried to sidestep this by just adding lots of options and hoping people could find a group of settings that was fun.)
The biggest problem is that the bosses aren't all the same difficulty to fight against. Also, humans play differently than the AI. Humans are good at staying away from areas dense with bullets, (one of the AI's biggest flaws) but aren't often very good at dodging complicated patterns. (the AI's biggest strength) Maybe you should include a difficulty meter for versus (amount of stars or something) showing how hard of a boss it is, and if you should turn the options up or down.
Sadly, flash can't handle right-mouse button pressing.

I'll admit I had assumed/hoped that the numpad keys would work if you turned on numlock, but after just checking, seems that's not the case. (what makes it even more annoying is that they DO register as arrow keys.)
I'm sure I've seen games that could do it. It could have been something else like Java though.
Can you elaborate on the bug you saw? what part of mouse controls stopped working?
Take out Tombogiri's wings, removing attack one. Then if you click on your first attack, witch is now attack two, it selects your second attack, which is now attack three. Clicking on attack three selects attack four, clicking on four does nothing. No way to select attack two.
(also: Your names for moves are much cooler than [most of] mine. Mine tend to be in code labeled things like "roundBullet" and "sideShot", or occasionally difficult to translate things like "spinnyDeath" or "cone")
Thanks! Although for for a few, I couldn't think of a good one. Like Grow. Although you seemed to ignore that name and called it Regrowth, witch sounds much cooler. (personally, I liked my themed ones the best. The ones for the face and Cloud Nine)
This ship has undergone a lot of changes. Originally the first form was supposed to be a total psych-out, like "here is the boss... OH NO HERE IS THE REAL BOSS BWA HAH HAH". Originally he had like 2 attacks, but in order to complete the ruse, I had to give him more. (Until now where he's basically as involved as several "full" bosses by himself.)
He's still a little weak in the first form though. (Originally because again, the first form was so crappy, so I figured I'd get people out of it quickly.) I can certainly bump up his hp a little though. In fact. Bang. It's done. (Holy crap, it was down at 20, the default. For reference, each ship bullet does 1, and missiles do 2 damage, so no wonder it was dying so fast.)
I can see how he got messed up. Sort of 'lost in translation'.
First off the white background works very well; you will have some people say make it black, but ignore them. I was very close to making my game with a grey background, I think the white does in fact work really well.
The white background is, alas, not universally loved. I think I will keep it though, since it's how I envisioned the game originally, and I still like it.
I like the white background. If people want a black background, use inverse mode. Or Omega.
Bonus options (unicorn mode, etc) unlocked after beating all challenges on a ship on "sparta" difficulty. (Gotta give'em something nice if they're that crazy)
Does this mean you need to donate to get unicorn mode? You're an evil man.
EDIT: You posted just before me, so:
A few AI things, in no particular order:
For the seizing up in the giant laser thing, You should make it so if it's invincible, but in a position where it is touching a bullet, you eliminate the choice of not moving, and force it to use the best move, even if they all suck.
When you use the giant laser attack, the AI always goes into a corner. You should either make a special case, or make the corners weigh more.
For the lightning attack, you should make the danger radius larger for the lightning, so the ship doesn't sit next to it, and get insta-killed when it explodes.
Getting power-ups, should rank a bit lower. Not any lower on the list, but closer to the other things. The AI can act just plain stupid when it's going for a powerup.
Also, you need a special case for shooting the queston mark, so it doesn't just keep shooting at the invincible dot underneath.
Also, completely unrelated to the AI, the ? boss needs to reference the interrobang somehow:
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