Well, I've been spending more time on my code base (read: still doing polish work on Space Gun Explosion) and haven't gotten anything other than design done on Sky Grappler. Seeing as I'm also moving this Saturday, I don't know that I'll actually have something in time for the constest. It will probably be a last-minute rush job.

More details, though. The main ship in Sky Grappler will have a mouse-aimed claw that can be shot out to grab medium-sized enemy ships and some projectiles. When grabbed, they can be swung around to be used as a flail, or thrown to destroy other ships. The collisions are elastic, and combo scoring is done by knocking enemies around like tenpins. Bosses have a steady supply of mooks that can be used as an ammunition source.
Secondary ship is a slow-firing cannon that can be aimed within a 90 degree forward arc and uses the same bowling-style mechanic for combos. Secondary fire drops timed bombs that explode and scatter mook formations.
Ideally, the game would have an aesthetic like TwinBee or Twinkle Star Sprites. In practice, I'm just not that good at pixel art.