Thank you! It's cool that you've found our game from outside the original jam (I assume). We're working to build this one out into a more polished experience now that the crunch of the jam is off.
Jergling
Creator of
Recent community posts
Some critique and suggestions:
This game is all about aiming far away, but presents no options to know what you're aiming at (or through) outside of the map screen, so you end up playing on the tiny map instead of in the game space. Some hint arrows (Planet 100 km in this direction!) at the edge of the screen would be a huge improvement, as would a dynamic camera.
The asteroids are major killjoys. They are random and generally end your game outright because you have so little acceleration without a planet. Hitting one engages "slow, boring death mode" as punishment for something unforeseeable and unavoidable. I'd also recommend you give the player "sail" steering that has increased authority at speed. The constant-thrust controls mean that steering is effectively useless during a fling.
Awesome vibes, and I can feel the skeleton is here for a much larger and more complex game with all the physics interactions. The writing was strong, had a great sense of era, and said exactly enough. I was not able to get more than 8 diaries, maybe I missed something early, before the eyeball-filled castle.
Thank you for playing all the way through! We're really proud of our look here.
I know exactly what you mean about the turning! It's because of the unbounded math on the way turning works, it has to finish slerping to the target before you can turn again. Was a wishlist item, we'll get it in the 1.1 release!





