Thanks for the comment about the game's atmosphere, I'm trying pretty hard to make the game indistinguishable from a program that actually links the players to a remote combat.
At the moment I've hit a bit of a hurdle. Balancing both puzzles and combat for a number of players which can vary by 400% is tricky. Just adding 4 times the enemies doesn't do it, because in arena shooters running away while firing into crowds is fairly important, and 4 times the number of enemies leaves very little room to run!
Puzzles are a nightmare. Being able to be in two places at once breaks most single player puzzles, and the inability to do so as a single player makes multiplayer puzzles a design challenge.
As far as getting the game to run on Vista: I'm coding it on Vista, so I would say that that's probably not the problem! To be honest, I'm not that clued up on the best way to publish .net applications. If it's not working, my ignorance is the likely root cause. I'll try and rectify the problem (both with the game and my ignorance) when I get the next version out, complete with vehicles, powerups, superweapons and, hopefully, a small campaign!
And time for what progress I have made between deliberating design decisions: Some programmer art screens of players test driving the motorbike and multitank.