MaximSchoemaker:
Thanks for the kind words! I was one of the devs working on the game and did some of the rotation. So perhaps I can fill you in.
We were going to use Flixel's loadRotatedGraphic call to prerender the rotations in all the sprites, but found that it was introducing tiny artifacts into the graphics, so instead we used the regular loadGraphic in conjuntion with modifying the FlxSprite's angle field. I don't know enough of the inner workings of Flixel to tell you exactly what's going on, but if I had to take a gander, I think Flixel is using a different rotation algorithm in this case todo the rotation in realtime, and this algorithm doesn't seem todo any interpolation of colors, which may make the rotation look a bit off when viewed closely, but when the game's running at full speed, I think it looks better as the palette more closely resembles the original palette and there's no graphical artifacts. Also, we didnt notice any loss in performance, so wee just decided to go with the way we thought looked better.
Also, your Villain Complex game is SWEET