hey, thank you a lot for such a detailed comment!
yeah, i really wanted to make the static art feel more alive, so i’m glad the planet / cursor movement worked for you. small parallax-like stuff is simple, but it can add a lot of life to otherwise still images
also really happy you noticed the card handling. i wanted all card actions to stay inside one drag-n-drop language instead of turning into buttons everywhere, so it’s great to hear that it worked
about sound — thank you! i still feel like the sound design is not fully where i wanted it to be. i would like to add more ambience between missions and make UI interactions sound better, but the music was very important for me. a lot of the game started from the mood of the soundtrack, and only after that i started to understand what kind of place and story i wanted to build around it
about mission 3 / the fast ships — yeah, fair point. the idea was to create this wave-like cosmic ocean pressure, where some threats are not meant to be solved only by shooting, but also by saving shields/cards and playing them at the right moment. but i agree it can feel too sudden and unreasonable right now, so there is definitely balance work to do there
and yes, ration hint readability is a real issue too. unfortunately it seems to happen more on screens below 2K resolution, and i mostly tested the game on a high resolution screen, so some UI scaling/readability problems slipped through. that screen definitely needs another pass
if you want to try later missions or see more of the game without getting blocked by balance, you can use the debug launcher: press F10, choose mission as the target, enter the mission number you want in the mission field, select the Full Upgrade ration/modifier preset, then press Launch. it should let you start any mission with stronger upgrades
thanks again, this feedback is really useful!