I'm sorry, but I understand.
Have you already chosen a new engine or are you still considering your options?
In any case good luck for you future projects, I look forward to them
Thanks, I'm usually very slow at writing music, starting with one or two ideas, mixing and altering them only to start again with a variation, and in the end discarding most of what I wrote; this time pretty much every single idea I wrote ended in the final piece.
It's been a superstressing but also quite fun experience
I learned two things, mainly, one from the feedback on my game and the other from looking at the other submissions.
The first is that no matter how obvious I think a concept is it has to be clearly spelled out in the game instructions or a tutorial or an on screen prompt or better yet all of these ways. Same goes for the commands, no matter how intuitive I think they are.
The second is that unless it's impossible there should be a properly functioning web build, with the right resolution and all the features working, and well thought cover image and game description: in the last two days of the voting phases I filtered the submissions to only show those playable in browser and picked the ones with interesting covers.
The idea is interesting, but as it is now you always have to move both ships together, there's no point in clearing an asteroid going over it with one ship and under it with the other, so they always move in pair. Also some visual or audio cue that you're travelling from left to right would be nice, as would be a final approach animation.
Interesting concept and elegant execution, the split screen is quite well done!
The energy mechanism isn't much clear and as it is both attacking and healing consume too much of it; also the movement is a bit clunky: at times I got three square ships homing in on my ships and evading them is pretty much impossible, as is destroying them due to the energy consumption of the cannons.
Interesting idea and nice game!
The camera needs some work, I think that when the character is moving the camera should follow and be moved freely when the character is still.
The back from the how to page doesn't work and the rest of the menu becomes inaccessible.
Overall I think you should have made less levels and focus on making them more complex, as it is now I never had to actually think to solve a level, it was just a matter of doing the necessary steps.
Very interesting and original idea, I loved the little details like the different gravity between planets!
I play guitar so I found the game not too hard (I was stumped on the second level only because at first I hadn't found the fifth note), but I think that some way to play back the note sequence while connecting them would be helpful.
Nice game, though the connection (ahem) with the theme is a bit weak, in that the bridges do not need to connect anything (I more often than not made them in mid air to catch a falling character), and the objective is not always to bring all the character together.
The choice of the esc key to bring up the pause menu is unfortunate because in full screen mode in the browser it just goes back to windowed mode, maybe you could bind it to P.
Also in desktop mode I didn't find a way to close the credit screen after beating the last level and had to alt-F4 out of the game.
Nice game, though a bit too hard for my taste.
I think that the main focus of the game should be rapidly connecting the right type of tower in the right sequence in the right place (for example making enemies wet with water and then attacking them with ice) rather than getting the money to add more tower as in usual tower defense games: I would make the tower way cheaper (especially the air tower, that more often than not took forever to aim at a target and either missed or never even fired) so that you place more of them and then focus on activating them in the most efficient way.
For the same reason I would remove the middle click and just have left click to select in the store, place a new tower or quick connect and right button to sell a placed tower.
The idea is very interesting and the game is very atmospheric (though a bit too dark).

I got stuck on the third level, this is my configuration and though I don't see anything wrong it didn't work: maybe you coded the exact sequence? That is for example, the second and third gear from the left, though identical, are considered different by the game?
I would also move the gears a little towards the camera when you drag them, so that they don't collide with the placed gear and can be freely moved to their spot.
Great game, I liked the idea and the execution.
The end credits and the level selection menu are lovely.
Just two nitpicks: jumping in tight spaces is a bit hard, as as soon as you touch a wall Buggi sort of sticks to it, maybe the hitbox should be a little smaller, at least when in midair; in the end there's the question about getting all the stars, it would be nice to add a counter in the levels to keep track of them.
The domino minigame is engaging, but I can't quite get what's the overall goal of the game: I maxed out relationship with all people, but I couldn't see any difference between two and three hearts relations.
I think the game needs a bit of focus, there are three stats, but I only used money to buy food, I also never took the bus because the fare is too high and there's no time constraint so I saw no reason not to go on foot.