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(+1)

It took me a while to understand the controls, but I eventually got it. I like the way it makes you feel like you barely have control, even though it's perfectly fair. My main critique is that using the thrust drains your oxygen quickly, while your oxygen normally drains extremely slowly, which means that the optimal strategy is generally to drift from goal to goal at a slow speed, which is time-consuming.

I could think of a few potential ways to make the game more frantic: One is to adjust the ratios to punish the player less for boosting and more for taking a long time, and another is to reward the player for beating each level quickly, making them evaluate risk vs. reward of trying to beat the level with just enough oxygen after boosting excessively to save time.

(+1)

Originally the player did have a hefty oxygen drain rate, but that felt unfair since the boosters also taxed oxygen. By the end, I chose to make the boost increase and the rate of depletion decrease per round to encourage floating around 〜⁠(⁠꒪⁠꒳⁠꒪⁠)⁠〜 (But in retrospect that IS time consuming ˙𐃷˙).

Oh, as for targets ideas, here are some that didn't made the cut:

  • A bomb that ticks down and upon exploding alters the astronaut's trajectory, which could be defused just by passing through it.
  • A generator that can't really be completed, but instead gets "overcharged" and ticks down slowly—also needed to unlock the spaceship (most likely it would've been deemed the last target).
  • A small target inside a cloud of smoke that hides the astronaut to really test mastery over the gravitational controls.

If I ever retake this project, I'll consider having a curve for the boost cost, where doing small periodic taps depletes very little, but holding or rapid tapping the boosters makes the depletion skyrocket! (૭  •̀ ᵕ •́ )૭

Thanks for playing, your feedback is appreciated (ㅅ´ ˘ `).