I've been playing it for a few of hours a day since I got my Supergrafx last week. At first, it was a love-hate thing, especially since I felt like maybe the only reason why I was giving it so much of a chance was for a hipster-playing-obscure-game factor. Now that I'm getting close to a 1CC, though, I think I've got a good handle on what it is that makes Aldynes so good. Here's my full take on it.
Let's talk about what kind of game it is. Aldynes is R-Type style shooting, and there's no beating around the bush - it's downright cruel with its difficulty. I bet that as many people give up on it out of resignation as anything else. A Japanese review I read about it aptly pointed out that if you can't enjoy strong feelings of irritation as part of your overall gaming experience, you really shouldn't bother with Aldynes. The enemies aren't designed to get in your way; they're designed to kill you. All of them are. Then it's back to a restart point without a single powerup.
I've felt like giving up more than once myself, but I've recently come to realize something important: the game is extremely fair. Once you've truly cracked a pattern, you're going to make it through as long as you can stay on top of it. After accepting this, I persevered until I learned the first four stages to the point that I (usually) don't die in them anymore. And that's when I got it. Aldynes isn't just hard-but-fair - it's actually wonderfully varied and stimulating, and the pacing is just right.
When you're not dying every 30 seconds, you're really looking forward to what's right around the corner. There are plenty of sub-sections in each stage to keep things interesting, but there's more to it than that. Each stage as a whole requires you to approach it in its own way. Without breaking down each one of them, I'll just say that you'll need to move your focus from working around the environments to working with your ship itself, then on to disciplined aggression and restraint, and eventually to precise rhythm and ship placement. The difficulty is always high, but the design of each facet is solid, and the progression through them is very sensible.
I noticed something that I think is pretty funny. Every time I've started learning a new stage, I've thought to myself "OK, this is it. The last one wasn't so bad, but here's where the game gets tough." I'd die like crazy, but then I'd learn it, and I'd say, "Actually, that was an easy one. It's this NEXT stage that's tough." This has gone on for 6 stages now. There are only 7 in the whole game.
Anyway, to wrap things up, the graphics and music are cool all around. The inorganic greens mixed with lots of black leave an impression on me. The songs were composed by the same guy who did Soldier Blade, and the quality level is the similar if not the same. I could listen to stages one and four all day.
Of course the control, the hit area, the weapon system and all that is good (par for the course, really). That they gave you unlimited continues to practice with is a nice bonus.
If you can enjoy old-school horizontal R-Type style shooters at all, even just a little, I really recommend you give Aldynes a proper shot. If you aren't having fun by stage 4, then fair enough. But if you're like me, you'll be hooked.
PS: There is a safe spot to kill the stage 2 boss. You don't have to touch the d-pad if you don't want to. You do have to have certain weapons, though.