Having tooled around with the game, I will give credit where it's due for very nice visual design and most of the game design -- it feels good as a 2D game and has an appropriate amount of visual impact (characters flying back from explosions, bouncing and detonating more things is sublime) and some really good music. Story is interesting, if a tad cliched, but then everything is these days and that's not really a big fault.
I will say it's in dire need of another balance pass or two though. In a game like this where the player is given a choice as to how to develop their character, the game must support every possible build of said character. Yes, it's a daunting task, but it's just part of the territory with a game as flexible as this one. The way you build your character can make the game very easy or nigh impossible.
As an example, I'm the sort of person that took all the wrench upgrade tonics in Bioshock, and played through Resident Evil with just the knife. A minimalist that prefers utility over power, and saving the big guns for when they're really, really needed. So I spent sectors one and two maxing out strength, and sector three getting Cracking to six. This way, I could go anywhere as early as possible, and my kick/resonance were very powerful and had a lot of utility, while the Cracking-enabled reflector brought range when I needed it. Then I came up against the first boss and was faced with an essentially impossible fight.
Built that way, all you have access to, weapon wise, is the shotgun, the resonator, and the reflector. But these weapons simply are not adequate for fighting the boss. The delay on the reflector is too long, and there is too much going on for it to be your only weapon in that fight. Even at 10 Strength, kicking does almost no damage while the boss melees you for 1HP straight out; meanwhile all the health gets absorbed for the piddling armor damage of the machine gun, and you're left with none when you really need it. You can kick the turrets into him, but the turrets are triggered by his health level, which means you have to hurt him to be able to hurt him. If they were simply timed, it would be much more manageable. If you could switch to the reflector on-demand and shotgun him to bring out turrets and do *something* while waiting for the next volley to quickly switch and reflect, that would work. But each time you switch, you have to wait for the cooldown, which means you either have to stick with only the reflector, or don't use it at all.
This might not even be so bad if not for the fact that every enemy up to that point can very easily be defeated with nothing but kick and resonance/reflect. At no point do you get any indication that you need to have certain weapons level in order to succeed.
Yes, you can just restart and rebuild. But you shouldn't have to. When a game presents choice, it should actually be a choice, and you should be able to succeed with whichever choice you make.
It's a solid game otherwise, but as I said, it could really use another balance pass to make it perfect.