A classic avoid-the-walls maze game! A bit basic, but was quite a few interesting extras that elevated it, the visuals are not bad and has a pleasant music score that fits the pace of the game. With that said, I do feel there are a few issues.
First of, I am not a fan auto-rotation of the ship. The game-type is about precision movement, its then very jarring that the ship auto-rotates (even worse that the rotation is instant) making me feel less in-control and afraid every time the ship turns that I will make a mistake (even if the hit-box remains the same, its about player perception). Secondly, the issue was made worse with the shooting mechanic, as the ship only shoot in the facing direction that I cant control myself. When I got it the first time, I missed the rotation location, so I ended up having to move blindly to find the spot that turned the ship in the "correct" direction, it felt very odd. If you use the auto-rotation as a mechanic, then there must be clear indicators where that happens, especially if it actually effects game-play and is not a purely visual change.
Also, another small side note on the shooting: why introduce a shooting mechanic (with text even to explain how it works) to then never use it again on another level after? Usually when a mechanic is introduced you expect to use it for a few levels after. It got especially confusing as the next levels introduced a enemy that I thought I was meant to shoot, but no, I was suppose to run away.
Continuing, I was felt the level-design overall was sadly lacking. Not that the level themselves where to difficult/unbalanced, they just felt a bit uninspired. All the levels are completely linear, with ONE path and one path only, and almost every one is a tight corridor that moves in a wave pattern. Would have liked to see a bit more diversity, use different patterns, have levels with multiple paths with a shorter but "harder" path, or other with a open area but moving asteroids etc.
I think why the levels bother me is because they don't feel built with the space esthetic in mind, the levels feels like they are designed as a cave systems, rather then a asteroid-field. They are all too tightly packed and to tidy, with every asteroid is neatly stacked in a tight pattern outside the corridors. It ends up looking very stiff/unnatural (that all the asteroid animations are in sync also does not help).
With all that said, Its still a fully functional game, and I did have fun playing it! Hope my comments may be of use. Cheers