Ideas on the lack of things to do.
I realize it's quite irresponsible to say something like this, but I loved the visual style of this game and it's a shame there's barely anything to do in it.
In my own experience, I found the space combat part of the game just disorientating and I spend way more time just getting lost in the soundscape. Yet at the same time, my gamer self is screaming for a way to prove myself.
These ideas would probably be the size of a new game altogether, which makes the post even more irresponsible, but here's to hoping I'd find like-minded people. These are ideas for game modes, which could work with the same visual style, though I don't know if they'd work with the current physics motor/sound decoder
-Ride the soundwave:
Gather points by flying along the fractals and gathering objects. 'Touching' any light part of the fractal would start a multiplier and any objects would score points in a combo-like fashion. And certain objects would change the animator or the arena... (think Audiosurf but with more freedom in three dimensions?)
The goal is to avoid the fractals and the objects flying towards you, and points are gained for time survived, with a multiplier perhaps. Difficulty levels would increase the number of objects, and their speed. Works best with tunnel-like fractals. (Bullet hell in 3d music exploration, or something like that.)
-Find the object:
Imagine this, a slow, ambient sort of track paints the scenery of an unknown world. You hear something and see a pulsing light. That's when you start your exploration in the space of music.
So, this mode would need nothing but an open space and a static object spawned in a random place, which sends pulses of light. You could award points for finding a set number of objects in a 5-min blitz, and make it so that certain objects change the arena or the animator, but the main thing is to give you a more profound reason to explore, without the need to worry about enemies.