It is too hard, yeah.
Part of the problem is the FOV / real estate partitioning. You've got this huge star - which is quite nicely done btw - but it takes up 60% + of the playspace. Trying to keep track of orbits and everything the view focused in on this superlarge object is super hard.
Another suggestion would be trails of your previous shot and movement? Maybe even interactive trails, highlight and stuff? It's more complex with the two ships to watch.
I also couldn't seem to tell a ship to actually move, it just sort of sat where it was and kept firing at empty space.
And, there seems, uh...
... so that happened.
It looks very neat, though!
Great feedback. Thanks for that. I don't know whats going on in that screenshot, it looks like the game stopped cleaning up old graphics objects, I've not seen it do that myself... hummm.... I don't suppose you remember what you did to cause it?
Ship movement, ok, good feedback, you need to set the movement speed (power slider) and even then they move very very slowly - I might add something to show the movement better, they have to move slow or the game is even harder! I'll experiment with different movement controls.
So the star in the middle - there are other level configurations, with larger/smaller planets/stars positioned in different places, some feel more confined than others. I'll update the demo to include a wider range of levels so I can see which feel better.
Good suggestion on the trails of previous shots. It does that a bit - they are shown when you aim, but I could make it more obvious and useful.
Again thanks for the feedback.