Well thank you for taking the time to write such detailed feedback! It really means a lot.
Much of the points you mentioned were actually part of our initial scope: compass/navigation hints, running/dash (actually running got included, just hold “shift”), improved HUD feedback, more environmental interaction (gravity, platforms, etc.), and richer cosmos presentation, day 1 was full of ideas. Unfortunately time hit us hard and we had to cut many of those features to make the jam deadline.
You’re also right about some planets feeling less detailed, the later ones were built under heavier time pressure. We ended up creating a script to help us to place prefab assets quickly, which explains some of the floating objects. And yes… hand-crafting level design on spherical worlds takes way longer than expected, man Unity editor movement becomes chaotic!
As for the collider issue, yep… that’s on us. A few hours before the submission we were troubleshooting a strange behavior and we end up disabling some colliders for debugging reasons.. short story? we forgot to re-enable them.. :)
Maybe we’ll do a second iteration to bring in some of those missing pieces, so we really appreciate the thoughtful breakdown. Many thanks!