Binkus: Thanks! That goes in line with the feedback I got elsewhere. The fight feels slightly "cramped" as the last part of the level is scroll locked, and the boss' shots are hard to dodge. I wanted to devise a pattern that was similar to that of players (note that both the ship and boss' shots have the same angle), but that had an opening (in this case the rate of fire), so as to make it challenging but not impossible. I think some solutions could involve not confining the screen to such a small area, zooming ability or yes, reducizing sprite size (though in this case, I'd have to redo some of the waves as otherwise the ship might be harder to see).
Rory: Thanks! Since I wanted to challenge myself in developing something as quickly as I could, I had to skip a bit on extended effects. There are animations for sprites dying, and even for when the ship's cannonbal collides against the Twangler's bony fishes, but anything else beyond that would have taken a bit more. I think a future project might include more detail in those areas.
By the way, it's a short game but as requested, here are some screencaps:
<img src="http://i38.photobucket.com/albums/e148/dfar80/The%20Sea/Untitled-1.png" border="0" />
<img src="http://i38.photobucket.com/albums/e148/dfar80/The%20Sea/Untitled-2.png" border="0" />
<img src="http://i38.photobucket.com/albums/e148/dfar80/The%20Sea/Untitled-3.png" border="0" />
<img src="http://i38.photobucket.com/albums/e148/dfar80/The%20Sea/Untitled-4.png" border="0" />
<img src="http://i38.photobucket.com/albums/e148/dfar80/The%20Sea/Untitled-5.png" border="0" />
<img src="http://i38.photobucket.com/albums/e148/dfar80/The%20Sea/Untitled-6.png" border="0" />
<img src="http://i38.photobucket.com/albums/e148/dfar80/The%20Sea/Untitled-7.png" border="0" />