Thanks for the feedback!
I had been using an entirely circular sprite with a rotating arrow on it until recently. The player didn't rotate because that way the shine was consistently coming from one direction. Somehow I didn't think to turn rotation back on for the player sprite when I changed it to the current one, even though it definitely looks better - especially with the light there, since it actually looks like it's shining off the player.
There's a few reasons that the player is symmetrical. First of all, since enemies revolve around the player in a circle, I thought it would feel more natural. Secondly, I wanted to use a shape that was easily distinguishable from the enemies, which will all be triangle-based. Lastly, I'm really terrible at designing ships, so I couldn't come up with anything better.
I'll definitely try a different design for the ship, though. In the LD18 version of this, the ship was a circle with a triangle on it, but when it was rotated, it was really hard to tell which side of the triangle was which even despite the fact that it was an isosceles triangle. People playing it seemed to feel that in the middle of the action, it was a bit difficult to discern. What I might do is build some defining feature into the player's sprite - a front window or something fairly visible that would only logically be on one side.
It's funny that you mention the enemies breaking, because I was originally planning on doing that... and then I forgot. Definitely agreed on that matter, though. My one concern is that if they're too small, it will be difficult to use the enemies as protection, which is the main role of enemies attached to anything other than the ship's front. As well, when more types of enemies are added, I'll have to find some way to make the smaller chunks visibly different from each other. That said, it would make more sense that when the ships die, they break, because currently they just suddenly regenerate their armour.
Also, it makes a lot more sense that the player would be blue, so I added that into the current version. I also played with the lightness on the grey enemies, because they were indeed blending into the background too much. The background will change at some point in development, I'm just not sure what to yet. Something within my artistic ability, I guess. In other words, not grey, but not much more exciting.
Anyway, sorry that was a bit of a wall of text. I have a lot of ideas going around in my head right now, and I have yet to actually discuss them with anybody yet. I'm glad you didn't mention any control issues, because that was the biggest problem with my first iteration of the game. Again, thanks for commenting!