Thanks for your comment.
I would be interested if you had a bit more information about when/why/how it stopped working. That's the first time I hear about that. I am eager to try to solve the problem if I can identify it.
Very nice puzzle game. I was stuck for a while on one of the first levels (I think, level 4), but afterwards I managed to progress at a steady pace. Congratulations!
I just have a minor remark: I was able to solve the level just before the last one (the level with many pushable blocks, a black circle, a purple one, and lots of allowed moves, maybe 40?) with much less moves than allowed (I think I had 26 remaining moves at the end). In my opinion, in this kind of game this is not very satisfying (except maybe if it gives some achievement). You could have built some kind of solver that get the minimal number of moves for each level by brute force in order to get the optimal solution for each level.
Thanks a lot. It is very nice to see somebody else play, their reactions to the game, and how the game actually is on other people computers.
Regarding your stategy: I think it is safe if you just want to reach the bosses. However, without power-ups these bosses can be quite difficult (and long) to beat.
Regarding moonshot vs. normal shot: the moonshot is better for bosses as it can multiple hit them, while the normal shot is better for normal enemies (in particular if you improve it with better shot bonuses, as it will then shoot in multiple directions, and thus almost cover the full height of the screen).
Regarding fullscreen: would have been nice, but I think it is not provided out of the box in the library I use, and I did not want to try it for the first time in such a short amount of time. I will consider it for other games in the futur though.
Just one question: I heard that you were a bit anxious to get a .exe file for Windows. Not being a Windows user myself I do not know what are the other options to provide a downloadable program. What would you have expected? (I would be happy to make the game accessible in a better way if it is feasible.)
Anyway, thanks again for playing and for your live feedback.
Nice game idea! I liked the graphics as well.
I agree with other comments that it would be nice to have horizontal control (even minimal ones) while using the jetpack (or to have different obstacles maybe) because, even going up but just a little bit to the left/right is difficult (I did not find any other way than bouncing on the walls).
Nice game idea, I got actually stuck for quite a while playing it!
I would have liked for the enemies' moves to be more predictable (in particular for the satellite). Not being able to predict them clearly makes the game much harder than it should. I would be curious to know if it is possible to reliably finish it in the hard mode (let's say, is it possible for a good player to finish it something like 50% of the time in hard mode).
Also, nothing very problematic, but it was a little annoying to have to go twice in the door to leave a room (once for opening it and once for leaving the room).
Finally, I may have found a little bug: when one kills the last enemy of a room and reaches the door to go out at the same time, it seems that the door won't open (one needs to move somewhere else and go back to the door for it to open). This happened to me several time in the first room with more than one satellite.
Did it, it was not easy but still manageable, I would say that the difficulty is just as it should be.

I liked the idea of the game as well as the general atmosphere. I think my favourite thing was maybe the voice telling us the level reached.
The different levels are well designed and the difficulty progresses gradually. Maybe I would have put the rotating "stars" a bit later (for me they were, by far, the most difficult things to avoid… the later obstacles are more impressive but in the end not too difficult to avoid).
So, congratulations for making this nice game.
Also, I noticed something that looks like a bug: the fullscreen mode makes the levels much longer (at least on my computer), maybe twice as long or more (and the same patterns are repeating several times in each level).
Thanks a lot for your comments, and congratulations for making it to the end of the game! Just for curiosity, do you have an idea of how long you tried? (I finished it myself but I had many training when I designed the bosses and the levels, plus I know what exactly are the patterns of the bosses… so it is difficult to evaluate the time needed to beat it for a normal player)
For the power-ups spawning, each enemy has a probability to spawn a power-up (this probability depends of the enemy type). I tried to define these probabilities so that one always gets enough power-ups but not too much. However, in the end, I think that it would have been better to just hardcode which enemy spawns a power-up and which does not.
I agree with you for the background of the second level.
Very difficult game! I already struggle with this kind of game when you only have to land the ship, here you have to drive it in levels. But very nice, I liked the general atmosphere of it and enjoyed playing.
Little remark: on Linux (with i3 as windows manager), if my mouse is over the game window, it immediately closes and displays some errors in the terminal.
The game is extremely slow on my computer (I guess its lag, not the actual speed of it, I am using Firefox on Linux), and the missiles almost always miss their target. This made it almost unplayable for me unfortunately. I will thus not rate it for the moment (as it would not be representative of your game I think), but if you have an idea about why it may be so slow and how to solve this, I would be more than happy to give it another try and then rate it as I am strongly attracted by the arts and the general idea of your game.
As our game is probably a bit difficult to finish in a short amount of time (and I guess, with the number of games submitted to the jam, not many testers will spend a long time on a game), we provided a full playthrough video.
Notice that, if you like the game, we recommand to download it rather than play the web version, as this later has no sounds/music (we provided it for convenience as we understand not everybody wants to download a game to try it).
Thanks for your comment.
The moonshot is a different shot: it will not be removed from screen when killing an enemy, meaning that with one shot you can kill several enemies. As a consequence it is much better against bosses as one shot can hurt them multiple times (but, I think, it is less efficient against normal enemies, so you have to do a choice between efficiency against bosses and efficiency against normal enemies).
Thanks for your comment!
I don't get your comment on the UI icons. You have UI on the bottom for that. And when a bonus that you want is selected on the UI you should press ctrl to actually get this bonus (this is a Gradius-like game).
Regarding the bosses, they actually have phases (end of level 1 has 2 phases and end of level 2 has 3 phases), what you met is a mid-boss (which should be fast to beat if you use the bonus).
Thanks for your kind comments.
As indicated on the page of the game, I shut down the audio for the web version. If you want the audio you need to download a desktop version (or look at the full playthrough on youtube).
Regarding the bonuses, did you get that you need to catch a power up and then use ctrl on your keyboard to validate this bonus? If so, please let me know as I would be interested to know if there is something not correct on some browsers.
Regarding the bosses, their bullets disappear when you beat them. I am assuming that you beat the first mid-boss (and indeed, mid-bosses bullets do not disappear).
The controls themselves were nice, the uncontrollable feeling was more at at macro level: I did not have a feeling of being able to plan anything in advance or to be able to progress on a level (solve it faster, more efficiently),basically my strategy was always the same: try to have more and more people on the field until the moon can no longer deal with it. I think a bit more control could have been given by allowing the player to chose the type of people he wants to send on the field maybe.