Okay several bugs, several ideas and a downside.
Let's start with the downside.
When the screen gets real messy it is truly hard to determine where is my ship! It overwhelmingly resembles these bats.
This is only annoying and has no positive influence on the gp, so I suggest you to make something to differ it, maybe add more colors to it, size.
Idea #1
Speaking for quality, professional games doesn't just
Background stars falling from the background. (To make it seem like you are going forward.)
You will need more than that to make a completed game.
My dearest suggestion is to use (hence create) a looping astral background. By looping I mean make it large enough on vertical (example (view.height * 3) for diversity) and (view.width) pixels for horizontal and make it so they connect and fit their top and bottom part so you can make them y infinite and just add a simple yvelocity in order to have a regally attractive background.
Example of design (it isn't meant to be looped)
Idea #2
Power-ups ;D
x1 Photon beam or something.. that gives you power to devastate everything on-screen, causing a screen flickery effect:
Add one canvas on top of your screen so it covers it and use the draw_from function to draw every graphic.
Then all you have to do is ..shake the canvas ;D
Another more performance-wise solution is to create a react player (a simple graphicless player to flicker outside the view on the photon blast)
Then inherit his events from all the actors.
Bug #1
If I continue navigating in some direction even though I reach the end of the screen, moving out backwards will cost me much longer key pressing.
So it seems you didn't set off the acceleration when main ship reaches the screen's bondage.
Bug #2
Not sure what happened, but my ship disappeared at some point ..and I wasn't dead yet.
I was like I WANT MY SHIP BACK WHO TOOK IT SHOULD CONFESS