Ranzel said:
In short, this is in no way a "game" by most posters standards, this game is a vessel for the discussion he brought up. Everyday we shoot and kill in video games with no consequences, while in the real life shooting, let alone actually killing, are terrible crimes. The creators are just trying to make a point of this in making the game, making it punish you in the same way you'd be punished in real life, by taking something.
Unfortunately his message doesn't work because the ship in his game is clearly acting in self-defence. Defending yourself from something that is actively trying to kill you [and despite his nonsense about aliens not firing, some of the aliens home in horizontally as they move down the screen and therefore
are trying to kill the player] is not a crime, nor unjustifiable. The whole thing falls flat because the creator was too lazy to make his game match his message.
To imagine a game that actually did this, let's see; instead of lots of aliens, you have a single massive ship that occupies most of the play area. You have the choice of either destroying its gun turrets and then the segments of its body, or waiting for a timer to run down. Each time you destroy something, your score goes up; by hundreds for the turrets, millions for the outer segments, and then tens of millions for the core segments.
When you're done, the game has two ways of interpreting your score; subtracting it from the total you could have achieved, or just displaying it as-is. There's a fifty-fifty chance that you were a mercenary sent to destroy a lightly defended Earth colony [the score is casualties], or Earth's last hope sent to disable the alien empire's mobile fortress [the score is in megatons of warheads remaining on board]. Any run might make you a hero who saved Earth, a coward who let his planet be annihilated, a butcher who killed without conscience or an honourable soldier who showed mercy. But then this accepts that there are downsides to
not killing as well, which is a little too morally complicated for the average artiste.