I guess I'll weigh in?
For me the visuals are amazing, I especially like how some of the ships have a relatively stout design, rather than being super elongated as is more traditional. It makes sense for the combat style, which is relatively close range (not good for the forward firepower focused, elongated designs of blue planet that tend to depend on all of the enemies being in the same general direction). Not sure if that was intentional, since I understand this was something of an asset flip, but I liked it. Its also really cool how the debris left behind is still shaped like the ships, just shattered into multiple pieces.
Combat wasn't so great for me. The primaries have a very high projectile velocity, maybe average maximum range, and a very low time to kill. Consequently, you can't really evade, get close enough to out turn them, or run away once the AI gets a bead on you. Once they open fire, you are already dead (as best as I can tell anyhow). This results in frustrating deaths when you need to take risks in order to win, and an otherwise fairly conservative and cautious playstyle. Its workable, but it was frustrating to me because I am not very good at it and subsequently died quite a lot.