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´ ˘ `).