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Thanks for checking out my game! I’ve been thinking about your suggestion, especially around how to balance onboarding. On one hand, I want players to have the freedom to explore right away. On the other, certain features are gated behind "holographic locks" that require specific tasks. Forcing a mining chore feels a bit too basic for such a straightforward mechanic, but I’m looking at subtle ways to nudge players in the right direction without it feeling like heavy hand-holding.

I also checked out your game, and the 3D planet rendering immediately caught my eye, visually, it looks fantastic. From a gameplay perspective, my personal take is that flying a spaceship for land-based combat feels slightly mismatched. The orbit visuals are strong enough that expanding on space-based encounters or adding more celestial objects to investigate would really shine. If you do keep the ground combat, switching to ground vehicles might fit better. Taking out slow tanks from an agile starship feels a bit overpowered and strips away some of the challenge.

Thanks for taking a look and for the specific feedback. It helps to know the planet rendering stood out and the ship-versus-tank balance felt too forgiving. Flying from orbit down to the surface is the intended core of this game, so I’ll keep that balance concern in the playtest notes.

To understand your experience: was this your first play, did you try the full Aster mission or the land-battle shortcut, and roughly where did you stop? What device/browser did you use, and would you want to play another run? Even a short session is useful. No need to replay just to answer.

I played through the main mission through completion and I also tried out the endless survival.