WOW thank you so much for playing and all the fantastic feedback!!
Its really good to know that about the controls I think that was one aspect that because we the dev's played it so much while making the game we or at least I did not see the issue. I am the art person so I dont know the backed too much but from what I do know the ship kind of uses two flight modes one for gliding at high speeds and one for normal movement at slow speeds the idea was that at high speeds turning would be hard but at low speeds it would be easy hence incentivizing slowing down and also to help with the problem of flying into obstacles at full speed but I think at high speeds you can turn better and at low speeds you turn too fast and also gravity is fighting you.
The idea for the obstacle indicators was also great another person had a problem of thinking the arrows were pointing towards the drop off points for a bit and ended up crashing a lot so your suggestion was great because it solves a few issues at once!
The UI is just a result of my weaknesses because I suck at 2D things but I have around 5000 hours in blender so if I can make something in 3D it is easier for me. We also had the idea at some point to make the dials show indicators on them for what range you need to be in for the passenger requests because the initial design was about balancing looking at the HUD and the screen like detracted driving lol but you probably know how it is during a jam you get done what you get done and you have to make the most of it so some of that stuff got cut but I am glad people are still enjoying it and and the dials.