After playing it again, I think the lag is what's destroys the game.
at the beginning things are slowly & controlled'ly attracted towards the ship, but after the first rock, everything goes crazy & everything that previously was attracted towards the ship just gets max-speed & flies past the ship so it's basically impossible to play this game, and without knowing what I know now, the pattern is impossible to see.
Are you sure you calculate ALL the forces against a "delta time" (= end_time -start_time), instead of assuming the game will have a consistent tick-speed (which it does not have) and calculates the speed based on that?
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Thank you for your feedback. I was curious if it would slow down on other people's computers so that's good to know.
If your computer is too powerful the rocks / dust got attracted to the ship way too fast and you completed the mission without doing anything. So I modified it to make it "harder".
What type of computer do you have?
Either way, I'll have to come up with a solution that fits both super powerful pcs and not so powerful ones.
Did you get past level/mission 1?
I have a really old computer, probably 10-ish years old...
But I think that amount of objects on the screen should be able to be handled quite easily, at least with some optimizations.
If each dot is a sprite it should probably work, the collision handling might be a problem but there are ways to optimize that so you only check against nearby dots (no point in checking against things on the other side of the map).
But if each dot has 2 circles drawn on them & the outer circle is blurred separately & on top of that have to handle collisions (for both? circles),
then Yeah, my computer will struggle with that.