I have uploaded
the latest version (demo 1) which now has more polish and gameplay. The goal is still to land (gently) on the landing pad, I'm hoping everything else will be evident from within the game.
I toned down the enemy shot speed a bit, and I'm thinking what's there now will probably be representative of about halfway up the game's difficulty curve.
I spent a good deal of yesterday re-acquainting myself with
POVray (freeware raytracer) + Moray (modeler for same), with the aim of making some slick looking ships and gun bunkers, but I still haven't decided if I want to go with a rendered look for the sprites, or something more simplistic and pixelart-y. So there's still a lot of placeholder graphics there.
Also I still haven't decided to do about the on-foot segments (right now I've definitely got moon combat, I want to spice it up with something a little more wild & groovy) -- in an ideal world I'd like something like the 2D Metal Gear games and the old 2D Castle Wolfenstein. But given time constraints, I'm not sure whether this will be a fully developed gameplay mechanic, or closer to a handful of interactive cutscenes.
I do have some awesome voice acting talent lined up, and was playing around with some animations of protagonist Ivana Supernova: