GlideRail aims for a minimalist vector / arcade artstyle. Geometry of objects and entities are extremely simplistic, often being just core shapes (triangles, squares, semicircles, etc). Backgrounds are geometrically abstract with no real theme beyond a planet's given aesthetic. The entire artstyle of GlideRail is meant to feel like nothing but simple shapes put together, with a bit of that silly Nyxell sprinkle onto it. (that means it sucks)
Because of how straightforwards the artstyle is, its a bit hard to say much beyond "Use the uhhh shape tool you goof." However, the little details are what really sets GlideRail's minimalism apart. (Which contradicts itself. how can something minimalist have small intricate details??? Moron.)
More will be added later.
Gliders
Jets / Thrusters
Glider jets are a distinct shape (or set of shapes) that blend with the frame. There are multiple types of jet formations, but each jet will always emit its own trail and lighting.

Jets will also rotate themselves to align their top with the movement vector, giving them the illusion that they are what drives the glider's momentum. The frame and jet moves independently. Jets will either rotate around the glider, or rotate around their own axis, depending on the type of glider that they are.


Orbiting jets will rotate around the glider, aligning themselves with the movement vector. The speed at which a jet returns to the rear of the glider can be adjusted. In the instance of Tarys, the second, smaller jet has a faster return speed, making it match the glider whilst the main jet matches the movement vector.


Non-orbiting jets will rotate with the glider, then rotate around their own axis to match the movement vector.
If a glider does not have a jet but still emits a trail (such as the standard Warrior and standard Vulture), the trail will follow the glider perfectly.
Guns

A Glider's visible guns will follow an idle target independent of the frame when turning. This loose target will return to the glider's top over time. (This idle targeting can be seen in the jets orbiting examples) This idle behavior is broken when the weapons are targeting an entity, at which point the target will swap to said entity. Guns will track the target up to their given Aim Angle, returning to idle behavior once this threshold is crossed.

Additionally, guns will take into account what side they are on when performing their targeting behaviors. If the idle target is to the right of a Glider, the left guns will face neutral position and will not follow the target. This effect is also present when targeting entities. Vice versa for if the idle target or tracked target is on the left. If a gun is centered (such as the Tarys Glider) it bypasses side restrictions and can angle in either direction.