Well, I downloaded this to try to troubleshoot the design, but I couldn't stay alive long enough to encounter the problems with evolution.
Edit: I thought I'd add that I really like Space Invaders and Galaga, and moderately like Asteroids, which are all similar games to this. But I don't like hard games which are also dexterity games because I know from experience that they aren't going to become satisfying to play because my natural dexterity isn't high enough for me to ever get really good at it.
Thanks for your time. I was initially going to ask if you liked games of this type. So your edited response is very useful. Unfortunately, this game is a hybrid, and I'm failing to communicate that to people. A large part of the game requires the player to analyze the alien design, and then create a counter strategy. I never really wanted it to be a full on twitch game, but I can't argue with the majority of testers: It still requires a lot of dexterity.
The earlier demos were actually harder! The player ship had a generator and battery which could become depleted during battle. The idea was to include power management during combat. Play testers told me that they hated it, so it was removed. My next step was to create a learning mode, but I think I need to tone down the difficulty of the entire game first.
Please let me know if I can test a game for you.
One thing that would make the whole game much easier is if players bounced off the side of the screen without taking damage instead of flying off through the shield and taking damage unless they have the particular special power that prevents that. If you were looking for a single change to make an easy mode vs a hard mode, that's what I'd go with.
I do like games that present me with a puzzle-like battle that I have to devise a strategic response to. But in my opinion that belongs in a turn-based game or an RTS where missions can be repeated, it really doesn't belong in a high speed game which has no save points/checkpoints and isn't divided into short segments that can be repeated when failed. If it was a game structured like Angry Birds or w/e, with numbered missions and the goal for each mission being to configure your ship and then play it such that no aliens can go through, that would be a way more friendly format for me, and maybe for phones as a platform.
As far as trading testing, I only do design work and writing; if I'm on a team that's actively doing testing I'm never the one in charge of that, I'm instead one of the ones doing the testing. So the only thing vaguely like that which I ever need is design critique or proofreading. But thank you for the offer.