Right. I was intending to write fully detailed report, but I was too absorbed playing to actually notice.
I will leave the good parts aside and focus on the part I think can be improve. (There are too much good points to point out.)
1/ The Difficulty: While the mechanic is the type of simple to understand and hard to master, the lack of the path between them hurts the game a bit. Not to be point of frustrating like many others.
A good tutorial can be where you give the player small planets for them to figure out the timing of the flights (because small planets have smaller force).
2/ The Goal: There is a lack of clear goal in your game.
Let me clarify: I assume from your design that you want to player to aim for higher scores and fuels to survive.
However, be aware that this type of gameplay doesn't really signpost the progress to the player, and thus creating a gap between engagement and boredome.
Because the gameplay is difficult, and there are no sense of progress that the character is clearing making (passing a level can be a progress signpost). It is extremely hard to keep the player engage.
3/ The Camera: (A very minor gripe)
The Camera, from its follow of the mouse, I assume by design you want the player to stop and plan their route ahead.
But, the movement of the spaceship and the overall feel of the game is fast. This clash with the slowness of the camera.
Furthermore, when you try to chain, or weave, between planet. The lack of a clear view can be very frustrating.
I think that is all. Let me say it again, you game is extremely polished for a game jam, you should be proud of it.
These are only my opinion base on the analysis of my games and others, so take it as a grain of salt. Think for yourself and take what you need.
That's all.