Pepisolo, your views are valid and definitely need to be heard by Chris (and hopefully also responded to).
I get that you're mentally committed to the old model of the game. I don't have such commitment, since I never really bought into the 'ship inside a ship' model. Had this game been set properly in outer space, I would have been solidly in your camp. But it wasn't. It took the 'safe route' of being set in a dungeon - in this case a large spaceship - to begin with, and so the commitment to the player being in a spaceship was never there.
Clearly Chris had no problem scrapping the player avatars and switching them for mechs. I don't think it'll take too much effort to do the same for some of the enemies, and then you get the advantage that some enemies will be mechs and others will be ships ie. variety.
The space background still fits in the game, since you're playing inside of a spaceship. In fact, I think it fits better, because now your place inside a spaceship is clear. Before, there was conflict between the fact that you, as a ship, should be in space, but instead you were viewing space from the inside of a giant ship. Now you're like the mech from the end of Alien (or was it Aliens?) -- you're inside of a spaceship hurtling through space, and that's cool.
However, between your words I read the echo of something that's been a thought of mine for a while. What is the hook of this game? Arcen produces games at far too fast a pace to be competitive on polish, so what's the hook that makes this game stand out? What will make the average gamer want to take a second look at this game? TLF stood out because it simulated a star system, factions, the interactions between those factions, and the ability to intervene in this system, and I believe that's why it did well. Is this game Binding of Isaac in space with some more shmup-like fights? Is that enough to get people's attention? How many people play real shmups anyway? This genre has quickly become very crowded, and I don't know what would make this game stand out. I haven't seen any new mechanics other than the more complex boss attack patterns. Certainly being a ship inside a dungeon will *not* make this game stand out IMO. Had this game been set in actual space, I think that would have been something more exceptional, and also something worth going back to a player ship for. This is an open question btw.
Dont forget, half of the game is missing right now. We havent seen any of the meta-stuff yet, all the things that happen between runs (and no, I cant answer any questions about it, mainly because I cant remember much about it). It's likely to make quite a difference. Bionic Dues was much the same way; Were it JUST the combat levels and nothing more, it would have been a pretty same-y roguelike. Within the combat stages alone, there wasnt much in the way of new ideas. But the stuff between levels is a huge part of what makes the game what it is, or at least I've always thought so. When combined with the solid gameplay of the combat levels, it all worked really well.
Beyond that though, to me, this is just Arcen's take on the genre.
As for being set fully in space, I cant say that that would make the game stand out much. Too many games that resemble this (and I dont just mean rogue-lites of this nature, this stands also for actual full shmups and such) have been done in space already. About a trillion times over. ....that and the concept of "rooms" at all wouldnt have worked in that context.
That's my thoughts on it anyway, Chris could definitely say alot more than I can.
Actually the shmup I'm most familiar with and drawing a huge amount of inspiration from has no ships or robots or anything at all, but instead uses giant insects the whole way through.
Flying or walking insects? Heh.
Both actually. You get your giant doom spiders, and your "OH GOD NOT THE BEES!!!!" in one game. Though it's generally beetles, not bees...
Of course being a shmup it doesnt have to make sense, so you also get your gigantic walking centipede thing that takes up a whole level and constantly coughs up giant flies the whole time but at the end it's head pops off, starts flying around on it's own, and goes bonkers at you. Just like real life.
I think it is. Like I said, people get freaking strange about this. "It looks like a ship/plane but it doesnt zoom around like one! WHAT A RIP OFF I WANT MY MONEY BACK". You know people think that way, and it seems damn silly to me to lose sales to that. I wish they WOULDNT think that way, but they often do. A small detail like that, creating a conflict between appearance and player control, is enough to throw some people off (who WOULDNT be thrown off by problems that actually made SENSE, sigh...).
While I completely get this point, I don't think we'd reached a stage where we could say, "well this whole ship thing really isn't working. Controlling a ship was a bad idea, what were we thinking, we really got that wrong". If we have in fact reached that stage then the whole game is pretty much conceptually dead at this point and needs a complete overhaul. The ships inside rooms idea is something I could foresee people scratching their head about and going "huh, bit odd this" but surely this far on in the development (due for sale January isn't it?) I would've thought that everyone would've made peace with some people not quite getting this aspect of the design. Also, it's not THAT crazy. Many stages in SHMUPs take place within structures, heck, lots take place inside living organisms.
To be fair though, alot of "full" shmups also dont exactly try very hard at the story/lore aspect of the game, provided they even HAVE that (plenty of them genuinely dont). The original Salamander, also known as Life Force, is a good example. The idea is that you're going through this gigantic organic beast that is so unbelievably huge that it's eating planets, but they take the "has worlds inside of it" and run with it so far that it makes a whole lot of no sense. One level might be organic and then in the very next you're just abruptly flying through an ancient Egyptian temple just because they wanted an excuse to drop giant bricks on you from above. This all being AFTER you kill the thing's freaking BRAIN in the very first level (it's the first boss, and it tries to punch you). The end boss makes the least sense... I always wondered WHY the thing's heart was inside a mechanized area (how does it GET there?) with a big green dragon circling it, with the door to the place being defended by the infamous Moai Heads from Gradius. Except that they jump now. I never got an answer to that question of why ANY of that is there or makes sense. And a TON of shmups are like that, even recent ones. It's the genre where you can just get away with whatever.
I've forgotten where I was going with any of this, now that damn game is on my mind. So is Fantasy Zone, now THERE was a weird shmup...