-The main menu is really cool, there's a lot of soul there.
-The ship builder's aesthetic reminds me of F-Zero GX, so hell yeah.
-Played with keyboard.
Have you thought about making it into a voxel game? I don't know how this shit works, but would that make destructibility easier? The destructibility actually looks quite nice, but I think you could lean into it a LOT more and make that the main hook (I really like destructibility).
Rapid fire nitpicks / gripes (apologies if I'm talking about placeholders):
- Resolution said something like "temp res" the first time I booted it up, UNPLAYABLE.
- The colorblind settings are... interesting. If it isn't a placeholder, it's like, 10x more intense than it needs to be, and that 10x is literally ten times.
- After choosing the memory card the camera moves, there's no need to though, it would look better if it stayed there and the game appeared on the desk or whatever.
- Why call it "exhaust" instead of thrusters? I was confused why my ship didn't move because I didn't add an exhaust.
- This is my biggest nitpick: why call the parts "weapon1", "weapon2", etc? Wouldn't it take the same exact amount of time to call it "Gauss Gun", "Photon Cannon", "Big Tuper Deluxe", and so on. I know, early prototype, but it would still make it easier to remember which weapon is which for feedback! The slow firing one fires WAY too slow for being such a wimpy little shot.
- Just put the basic controls floating in the first room in the first dungeon instead of having them show up on launch (I know that's not final, but it still would improve the demo).
- FPS shows up as -2.222223 E13 or whatever on pause screen, literally unplayable.
- There doesn't appear to be a way to get back to the main menu from the "want to create a ship?" screen if you go back to it from the pause menu.
- The enemy spawners with numbers on them look too much like exits for the player.
- I'm not sure about the slot machine as a concept / how it fits the vibe of the game.