The realistic movement was interesting after i got the hang of it and the engines of the ship changing when entering a zone with gravity field is a really nice touch, the graphics are preatty good exept for the asteroids not beein pixel-art compared to the rest of the assets and also the sprites were preatty blured for me it may have been an problem with rendering in the project not beeing set to nearest as the default options of godod blur pixel sprites or it may have been something else. It's quite a bold and out thear movement sistem with the objects thet actualy pull on the ship it was defenetly unique and engaiging to get a handle on it even if a lot of the stuff theat was implemented wasen't used too much, also impresive theat the phisics were smoth and i didn't run into any bugs or crashes with it.
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Thank you for playing and comprehensive feedback :) I went a little bit overboard with animations (I had zero sprite animation skills when starting and took opportunity to learn), there are actually 4 different animations for two engine types and their changing depending on your level of damage, however only technically as I copied the frames right now (only the ship sprite changes with damage, the engines are on separate layers). Asteroids are from amazing Kenney's asset packs, I sadly had no time and skill to create them myself, I should really work with some artist next time. I will try to set the filtering, scaling, etc. settings correctly for post-jam update, I rushed this game a little (had not very much time and wanted to learn a lot) and there are some hiccups (like level ambient music not working in web export). I still lack level design skill (although it's improving slowly), I plan to finish one "proper" longer level which will use all the objects and their properties (e.g. asteroids are not "pulled" by electric fields, but stations/satellites are) for the final update. Thanks one more time :)
I guess the moust important parts of jams is learning and making something that work enough to be fun, cool or interesting to build upon, not necesaraly perfect in any way. I am alsow almoust completely new to level design and my aproach is prety much just tring out random ideeas undit it feels right and tweking along the way, alos i am also no artist so i just try to draw simple stuff just by preaty much tring a bunch of ways to mix the pixels untill it looks passable and from what i know the moust importan parts of art in games is moustly about the artsyle beeing cosnsistent and readable not necesaraly beautifull. I alsow ending up sushing some of stuff in my game even if i had a lot of time to work on it and went for something i knew i could vauguely do. I like thinking about games and giving feedback and i alsow had fun playing your game!