"Void Destroyer" is a stunning achievement. If you ever played one of the "Homeworld" games, and wished you could jump into the driver's seat of a ship - now you can! The game "plays" very smoothly. Once you wrap your head around a few of the interface conventions and shortcuts, you'll be pretty quick at switching between crew and manual control, as well as managing your ship's throttle and picking which ship to actually sit in.
The reality that the developer managed to marry an actual, working space sim with an actual, working, "Homeworld 2 recognizable" tactical mode is a feat to be applauded. It all works about as seamlessly as I imagine is possible, and it's even more impressive when you realize that the strategy simulation can NOT be dumbed down to a "stats battle." The computer has to actually handle ship-to-ship combat with real maneuvering - and it's VERY good at it.
The CPU is so good at ship-to-ship that it actually opens the door to one of my negative points. It's true that the player taking control of a ship does not (and is not meant to) confer "superfighter" status on that ship. However, the advantage conferred by player control is so small that it easily becomes insignifcant. Yes, there were certain situations where human control did make it possible to really beat the pants off an opposing unit, but this was because the opposing unit simply could not handle a ship that was "strafe jinking." Also, the opposed unit did not have the advantage of numbers. This is not the situation the game seems to put you in most often, however, and most of the time the combat will very efficiently grind you up. Actual fighters and turret-bearing heavies will track and hit you very reliably, and "many against one" scenarios where you are at the disadvantage are not likely to go your way - lateral thrust tricks or no.
All of this is to say that I find the game marketing's empahsis on the single-ship control to be a little off the mark. Grabbing personal control over a ship really isn't the key to victory. Managing the RTS scenario is absolutely essential, and with the CPU being as good of a dogfighter as it is, you're often better off just letting the computer fly while you issue the overall orders. This deeply undermines the "fly any ship you want" idea, because it tends to make that ability a mere curiosity.
A "YMMV" point (which I happen to enjoy) is that the game combines a basically manageable learning curve with very little hand-holding. I was especially impressed that the first mission with actual RTS elements did little micro-managing. You have a number of things suggested to you as things to do, but exactly how you go about them is quite freeform. You get space to make your own decisions, and you don't get artificially railroaded into checking off a bullet-pointed list in a certain order. I found it nicely refreshing. (I also found it refreshing that the "get through with minimal casualties missions" allow you enough creative leeway to actually pull off the objective with flying colors.)
An actually minor, but detail-demanding complaint is that the tactical view is not "AAA" polished. I'm not saying this to denigrate the developer's achievement, but I think it merits pointing out. The tac-view camera is actually given too much freedom, in that you can tumble the view into all kinds of weird angles without having a quick and unambiguous directional reference available to help you get your bearings back. The tumble and rotate control of the camera is very "twitchy," meaning that getting the angle you want can be a real chore. Further (and ironically) scaling the view is VERY ponderous, which is frustrating when you're trying to wrangle a bunch of ships that have run off while tracking a target, or if you're trying to get an overview of what's going on beyond your perimeter.
If I were to make a suggestion, I would ask the developer to make it such that the tac-camera's rotation and tumble were significantly slower, while the zoom and pan/dolly should be signifcantly faster. Also, I would highly recommend that the tumble be restricted to +90 degrees over the "plane of the ecliptic" (overhead view), and -45 degrees below. Full freedom of camera movement seems nice, but actually hurts situational awareness when you get all flipped around and have to re-establish your bearings.
I will readily admit that I'm taking a break from this game due to getting stymied. There's a mission that I just can't seem to crack, because I can't find the course of action that will let me endure the battering my fleet is subjected to. In that, I'm a little disappointed, because I was hoping for a title where "jumping in" to a ship would really allow me to tip fights in my favor. "Void Destroyer" doesn't do that.
But, even so, this game is a brilliant piece of work. It demonstrates that this kind of idea can actually be done, and done very well.