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Honey Pony

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TimestampSince previousGameHoney Pony's comment
Apr 20 19:06:26 Fish Flop ♥ 1 Nice game! I thought the platforming was pretty fun and well-implemented. The somewhat unusual physics-based platforming is reminiscent of Getting Over It. My main point of feedback is that resetting all the way to the beginning seems like a strange choice. It doesn't effect the game too much in it's current state as the level isn't unreasonably long, but if the level were longer I think it would be a more significant problem. Again comparing to Getting Over It, the reason the progress loss works in that game is because it is nonarbitrary: you physically fall down from where you were. In this game, you don't fall down when you trip up--you are teleported back to the beginning. It simply feels arbitrary and so it doesn't feel very good. Especially because this is a game jam setting where people don't tend to spend a lot of time on a game. I think I would have had at least one checkpoint. The other thing I think is that your water bar should refill faster while you're in a pond. It doesn't seem like making the player wait around in the water is very meaningful--there is some finite amount of water that is required to beat the game, and so you will be forced to wait some amount of time no matter how hard you try. A little bit of this waiting is good--I think sitting there dormant for a few seconds when you've cut it really close is a good way to make the game flow. But I think it could still be a bit faster. You could even make it so if you're closer to a full water bar it refills faster, so that if you're better at completing the platforming sections quickly you're rewarded with less waiting around. On a more positive note, I liked the sound effects in the game. 😄
Apr 20 19:24:09 17m 43s The Call of the Unicore ♥ 1 I like the combination of providing for the Unicore's needs while at the same time fending off the bad guys. I did feel like the spawn rates of the various resources might sometimes put you in a pretty tough spot--for example, no Mind resources spawned in for me until the Unicore's Mind bar was at half a heart. But I guess that does add a lot of dimension to the difficulty, so it's probably fine (as long as the game never makes it *impossible* to fill the bars). Overall pretty good.
Apr 20 19:37:47 13m 38s Bestseller ♥ 1 Well, this is an interesting game for sure. 😄 I think it's main flaw is it's simply rather difficult to figure out what to do. The first time I won I just spammed left and coffee with occasional right presses. This got me a score of 797. Eventually I figured out what the controls actually do and only managed to get a score of 662 when trying to actually keep the thing centered. I think the controls should be a bit less erratic and there should be a slightly wider safety zone, as as it stands right now it's super easy to go flying into the death zone. Perhaps the safety zone could shrink over the duration of the game, as you get better at keeping the thing centered. Anyways, I did really enjoy the music and the voice line. Very fun stuff.
Apr 21 21:49:52 26h 12m Beware the Dark ♥ 1 I like the concept. The game's not very long so there's not a whole lot of interesting feedback I can give you, but I do have two thoughts: - When you die (or win) and the game is unresponsive for a few seconds that's pretty annoying. It should either have a button that let's you restart immediately, or have an animation that plays so it doesn't just look like the game ended. I originally thought I was going to have to refresh the page to play again. - I think the monster hiding could be done much more effectively with a bit of graphics trickery. Basically, have the light work as an inverse-light on the monsters, so as you get closer they just naturally fade out. This kind of fade out would, I think, look a lot better. And it would look pretty cool--as you got closer with the light, the monster sprite would kind of get camoflauged into the background. I think it would be neat. In terms of music: I like what's there. If I'm not mistaken it's quite short and therefore kinda repetitive. But it does succeed at creating the correct kind of atmosphere for the game, which is half the battle. 😄
Apr 21 22:11:02 21m 10s Sacred Gardener ♥ 1 Pretty neat game for two afternoons. I especially like the graphical style and the sound effects. However, the gameplay is a bit... slow and repetitive. I played for five minutes and only got the plants barely to the second stage. Without any real way to tell if I was making good progress, it didn't feel worthwhile to continue... One thing I think is that there should be more player feedback. Right now it takes a long time before anything happens, so there's no way to know if you're actually doing anything. I still don't actually know how close I have to stand to the plants to get them to grow. And the other thing is I think there needs to be some kind of active obstacle in the game. The weeds suggestion you mentioned in your other comment might be a good way to do that. Although, one strange idea I had about this game: the two things I mentioned, the lack of player feedback and the lack of active challenge, do actually create a somewhat interesting and unique experience. The player is not trying to overcome the mechanical difficulty of the game, but rather the challenge of staying focused on a project that is not necessarily engaging. That's probably not what you were going for, but it's definitely something you *could* go for. 😄
Apr 21 23:22:28 1h 11m Teeter (HTML) ♥ 1 I definitely like the idea of a physics-based survival kind of game. I just could not quite get the hang of how to control the cup. In it's current state, the game kind of feels like it would be hard no matter how good you were at it. I think the cup needs to control better somehow, like maybe it should have a force that helps it turn upright over time. Or perhaps the player could exert torque on the cup through some means, such as by pressing the arrow keys, or maybe by, say, slamming it against the wall (if there were a wall).
Apr 21 23:34:35 12m 07s Save Me! ♥ 3 Glad to see you participating in another Ludum Dare! This game has a lot of solid mechanics. The player movement and shooting both work pretty well. The guns both seemed to have different tradeoffs--I wasn't able to hit far away enemies with the shotgun. I did think the game was potentially unbalanaced--I was never able to survive long enough to buy anything. This is probably mostly due to the long reload animation. I couldn't figure out a way to balance shooting and reloading in a way that I wouldn't be overwhelmed. In any case, the only real concrete piece of feedback I have is that when you open the shop you might want to have the game pause. The first time I opened the shop I was reading the various things to see what I could do, and then a bunch of enemies showed up that I was completely unprepared for. There is one bug: when you start a new round, no enemies spawn in. I have to close and repoen the game to get it to work. Overall, solid entry. 😄
Apr 22 02:26:14 2h 51m untitled ♥ 1 The graphics and audio are pretty top notch, but the game started to heat up my laptop after a while and I couldn't figure out what to do so I had to quit. The music does get repetitive after a while given that the gameplay is pretty slow. I think some hint of what to do would be good. I figured I was probably supposed to activate as much stuff as possible? But if all I'm doing is running around activating stuff, the game feels kinda annoying because it's really hard to tell what stuff it might want you to activate. You have no idea what you can interact with, and in particular, it's really easy to miss some things (like the torch next to the box). It also isn't clear if I'm supposed to turn some of the boxes red, or if there's certain time frames associated with different actions. I think the set of things the player needs to do needs to be relatively small so that the player isn't stuck wondering if they missed an interactable object somewhere, or if there's actually another kind of interaction that they're supposed to do that is more intricate.
Apr 22 02:41:36 15m 22s Zoo keeper ♥ 3 Pretty cute game. I think, for the most part, the quick minigame structure works. Most of the games are pretty intuitive and easy to figure out. That being said, the panda game was very confusing, and I'm still not entirely sure why it works the way it does. And, some of the games are a bit glitchy: the crab game, I think, sometimes drops your clicks if they're not quite in the middle of the area. I really like the graphics. They're very consistent. I think the music should be a bit longer, though. One more note: I'm not sure exactly what the goal of the game is? Is it to beat all the minigames in one go? Or is it to unlock all of them and then beat them individually? I really couldn't tell, as I couldn't manage to beat them all in one go, and it didn't seem like playing them over and over to unlock each habitat would be a very fun gameplay loop. Either way, solid game. 😄
Apr 22 02:52:20 10m 44s The Bloodhaven Academy Dragon Club ♥ 1 Really nice graphics, and I really dig the music. I feel like the gameplay is kinda janky? Like the UI will tell me the enemy is counterattacking--and then nothing will happen, but then it will say the enemy is counterattacking *again*, and that time something actually happens. I also don't think I understand exactly how the game allocates the turns? Like, I lost in a fight because the enemy got two turns when I only got one, and so they quite obviously were able to do much more damage. Perhaps it's simply because I don't play a lot of RPG games, so I'm not super aware of genre conventions. 🤷 Anyways, one thing I think would really help is if you could see the stats of your attacks, etc while you were actually fighting. I had no hope of keeping all that straight in my head. 😅 Overall, if the gameplay UI was smoothed out a little bit, I think this would be pretty cool.
Apr 22 03:16:38 24m 18s Responsibility ♥ 2 Really cool game! The combat was fun and got more engaging as your progressed through the game. I do think that ultimately the game ended up being a little repetitive, and could use a couple extra mechanics that would make it more engaging. Or it could be cut down a bit. Either way, I enjoyed playing it. One tiny thing: I almost missed out on the ending cutscene because I didn't realize I had to click to move it forward. A little thing that said "click to continue" or something would probably be good.
Apr 22 03:40:40 24m 02s Save Frijole! ♥ 3 Pretty fun game. The first screen with the sawblades was very frustrating--perhaps I was not using the intended strategy. It felt like sometimes when you jumped into a wall, you would turn around, and sometimes you wouldn't...? In general I would say my main criticism of the game is that some of the jumps seem too precise given how limited your platforming abilities are. But overall it's not too bad, it can just take a few tries to actually nail the timing on all the jumps. I like the music, although it might be a little too somber, I'm not quite sure. As far as graphics--I usually point this out when I see it--I don't really like mixed pixel art resolutions (i.e. in one of the levels there was a big block, made out of larger pixels than the surrounding elements). This is of course a personal artistic choice but in my opinion it's better to avoid. 🤷 I generally liked the game. It has a good amount of puzzle solving, and a good amount of platforming. One thing I like in particular is how many levels there are. Making a lot of levels is quite an accomplishment for a jam game. 😄
Apr 23 17:08:04 37h 27m Gate Crash ♥ 2 It took me a while to figure out what to do. At first I thought I just had to put *any* kind of logic gate that would fit, as it didn't seem like the type of logic gate really affected anything. I think I was expecting there to be a "current" state and a "goal" state, so like, the circuit would show you what result it was actually producing along with the one you wanted to create. It also wasn't obvious that there needed to be a logic gate in every socket. This caused me to suicide once when I thought I put a gate somewhere I didn't want one. It was also really easy to accidentally put a logic gate where you didn't want it. I think maybe there should be a button you have to press for the logic gate to actually go in the socket. I also thought the enemy spawn rate might have been a little high. There was no way to actually kill all the enemies so your only chance was to hope to dodge the bullets. Which makes sense, but the problem is that the logic gates spawn randomly. So it's completely random whether it'll take a couple seconds to find one, or take forever. I think on the first level with the leeks I simply couldn't find a not gate some times, and so I died. Anyways, those were all the things that I think could be tweaked to make the gameplay better. I think the overall concept is fine, there's just a lot of little things that stack up to make it much less approachable than it could be. I also enjoyed all the little puns on the enemies. Especially the memory leeks. 😄
Apr 23 17:13:39 5m 35s Shelter the Flame ♥ 1 I liked the idea of having the umbrella. However, the only viable strategy I could find was to spam the space bar as fast as possible, which made the umbrella not as useful. I think what you could do is make it so that the player has a limited rate of blowing on the flames (i.e. so they can just hold the button down), and then maybe assign the umbrella to a different button. That way you couldn't just spam the space bar, and the umbrella would be easier to use. You could also potentially make it so that you can only blow on the flames for a limited amount of time, like a mana-bar style thing. That way the player has to juggle how often they blow on the flames, with which flames they're blowing on, as well as using the umbrella.
Apr 23 17:46:23 32m 44s Back Four Seconds ♥ 1 Lots of good stuff in this game. I like the gameplay, and I enjoyed the narration. Personally, the narration, especially the opening narration, reminded of of Little Big Planet. It took me quite a while to figure out that I could interact with the mask, and that I had to talk to Martin to solve the band problem. I believe someone else also mentioned this--Stewart tells you to talk to Coolio, but that doesn't actually help you come up with the new name. I guess I sort of assumed that my player implicitly put on a disguise because nobody was freaking out? Like, the tutorial kind of made me think I would need to find a disguise before talking to anybody, but it turned out I just needed one before talking to Martin. I also never really felt like I actually solved the robot puzzle? Like, I got the Boss to not fire Martin, and then the game apparently thought that the robot was no longer going to kill him..? As far as the writing, I thought it was mostly pretty good, although the writing around Robin seemed a little needlessly awkward. All told, a good entry. Definitely feels like a complete game.
Apr 23 20:26:51 2h 40m Madscape ♥ 1 One small note: it took some time to figure out which team I was. I think you should add a note to your game description. I think there are two things that make is pretty hard to get into this game. The first thing that is there really isn't any concrete feeling that any of the options (default, surge, protect) change anything. I think at the very least some sort of way to visually tell apart which options you have chosen would make it feel like your choices matter more. The other thing is that the controls are really hard to figure out. I had almost quit playing this game, and had most of my review written out, when I finally managed to decipher what the rotation was supposed to do. Suddenly I wasn't stuck and I could actually make progress by rearranging my more powerful cells. Once you get into this game it's actually a good bit of fun. Having your guys snake across the map through a series of rotations to crush the enemy... pretty neat. However I'm not sure I understand the mechanics well enough to beat a bigger map than the default. In particular, I'm not really sure how the early game works. I haven't managed to figure out what causes all the cells to merge together is those big moving lines. This game does kind of remind me of a somewhat similar game called Tentacle Wars. In that game, you can see the energy each cell is sending to each neighboring cell. I think a similar visual would really make this game easier to understand. Anyways, I hope some of my feedback was helpful. I'm not the biggest strategy game player so maybe I'm not the best audience. 😄
Apr 23 20:51:22 24m 31s Go With The Flow ♥ 1 Pretty cool concept. The rhyming aspect is definitely interesting, although sadly it's not as significant after the first time you lose a level. I felt like the huge amounts of time that came between some of the beats was kind of difficult to deal with. It's not like a traditional rhythm game where you can miss quite a few things as long as you get into the general flow--because there isn't a lot of flow that happens between some of the beats. This might not be a problem--as it seems like it may be appropriate for the genre at hand. But it still might be good to think of ways to make sure the player can always feel the "pulse," perhaps simply by having them sing more of the words..? Like, maybe you could have a single button that you had to hit when the blue ball hit a word already on screen, and then you also had to hit the other buttons to choose the rhymes that finish each verse. One other thing: when the blue ball was moving really slowly, it was really easy to completely mess up. Like, I would often hit the button when I thought the blue ball was about to change direction, but it was actually still moving down for a significant amount of time. I think maybe just a visual indicator of where the blue ball will touch down would help with that. All in all, very unique rhythm game, and the gameplay that's there is pretty good.
Apr 23 21:07:55 16m 33s Friendly Fire ♥ 2 So I tried playing this a couple times but didn't manage to win. When I did finally collect 100 gold a bat killed me despite me thinking I had pressed Z. Can you not swing your torch when next to a chest...? The gameplay is mostly solid, but I do think there is one small problem: when you stop interacting with a chest you lose all the progress you had. Once I literally had the bar visually completely full but stopped pressing X to deal with a bat, and I had to start all the way over because I didn't quite finish opening it. I also feel like the bats are kind of annoying? Like it's kind of hard to tell how close you have to be to ward them off. I guess that's kind of the point but it seems like combat against the bats could be more satisfying. I did like the graphics, for the most part, but they do break my personal rule of pixel art, which is to never mix pixel art resolutions. I think in this game, this is most egregious with the progress bar--it looks really out of place. The music is appropriate but probably too short. Overall, solid entry. I liked the various uses for the kindling and the tradeoffs of lighting it on fire to make it easier to find your way back versus needing to keep some for your torch. I also liked the death animation.
May 11 02:32:42 413h 24m My Fair Planet ♥ 0 Very intuitive game. It took me very little time to figure it out--although I did not figure out why my beam would sometimes turn transparent and stop working. I think my primary point of pain would be the controls. It was kind of awkward moving my mouse up to the toolbar and then back to the screen, and it was not super easy to target where I wanted by rotating the planet. I think the controls could be made more smooth, and keyboard controls for the different tools would be a good addition. Overall, solid little game, has a good variety of interacting mechanics while still being very straightforward to learn.
May 11 02:42:57 10m 15s Spiders and Sports and Plane Crashes ♥ 1 Pretty hard game. I think the mechanic of the single-shot soccer ball is very interesting but perhaps not very meaningful given the rest of the mechanics--in particular, there were so many spiders that it wasn't really worth the effort to try to retrieve the ball to fight them off. Of course, perhaps your intention was that the soccer ball would feel rather like a rather futile weapon, in which case, good job. The one thing that really tripped me up was the win condition. I couldn't figure out exactly what to do, although looking back on it, I think I probably just mixed up north and south. So that's probably on me. I was, however, surprised to see a turkey spawn near my spawnpoint when I returned there after venturing to the right. I think I was expecting the turkeys to be a pretty static thing that was only spawned once, at the beginning of the game. All told, difficult survival game with interesting narrative potential ala the soccer ball.
May 11 02:50:25 7m 28s Dad Day ♥ 0 I think my only real gripe with this game is sometimes it is literally unwinnable. Sometimes you'll start it up, chase down one of the kids, but although you were following them literally as soon as you possibly could, they still manage to get themselves killed. :( I'm not sure that this is necessarily a problem, but I think it does take away some of the player's agency in a way that doesn't really seem useful to me. Aside from that, a nice, lightheartedly morbid game. :) I did manage to glitch the game in a way that I couldn't pick up one of the toddlers. Not quite sure how I caused it aside from maybe spamming the spacebar...?
May 11 03:03:28 13m 03s Frost & Fire ♥ 0 Interesting game. I tried a couple times to figure out what to do but could never get past the first day. I couldn't seem to figure out how the freeze ray could help, and it didn't seem like I had enough time or electricity to clear a path with just the mining laser. I think I like the concept--some sort of a reverse tower defense--but it really needs clearer instructions.
May 11 03:18:09 14m 41s ecoBunker ♥ 0 As appears to be the trend, I had trouble understanding what exactly to do. In particular, it seemed like elements that should have contributed to soil quality according to their description ultimately didn't actually help, and I wasn't able to find a combination of species that didn't result in soil quality going down constantly. I nonetheless was able to win, but it didn't really feel like I actually understood why. If this game is trying to communicate accurate facts about ecosystems, then that is super cool--but right now it isn't doing a super good job of actually teaching me anything. I think the game needs to make the consequences of your actions clear and traceable, even if they are somehow unexpected. You could even have little text blurbs describing the kinds of ecosystem collapse that happen, so like, if all your herbivores die out for some weird reason, have a text box explaining the chain of events that cause that. I think that would be super neat, and potentially very eye-opening. Overall I actually have pretty positive feelings about the game. It's presented in a really nice and organized way, and all the graphics are clean. I think it just needs some adjustments to make the systems that it simulates more approachable to the player.
May 11 03:28:42 10m 33s EDO ♥ 3 This was a pretty good game. The mechanics were very easy to learn thanks to the tutorial, and there was overall a lot of nice elements, including the physics-based inventory. I do feel like certain elements of the game make it rather frustrating. For example, I lost due to lack of fuel. But I was unable to refuel because my hand slipped when I was trying to fuel the car, and then my tentacle didn't work when I tried to grab more fuel. I think that both the drag-and-dropping onto the car could be a little more forgiving, and I think the tentacle-grabbing is a little janky and sometimes fails to work for no apparent reason. Nonetheless, I felt that the game was pretty complete. The audio complements the mood nicely, and the variety of characters and mechanics is fun and engaging. One game-unrelated nitpick: I'm not sure, but you might be supposed to opt out of audio if you didn't create the music during the jam. I've left it unrated in any case.
May 11 03:39:59 11m 17s Robot's Best Friend ♥ 1 Neat game. Managing the rat is definitely an interesting mechanic. I think the game is mostly fine, although I think the player control and physics could use a little work. In particular, running and walking feels a little.. janky? Like your character doesn't move very smoothly, there's a lot of stopping and starting. And there are parts of the game where you literally have to walk through enemies--there's no room to maneuver around them. I think the "you have to walk past enemies while getting shot at defenseless" part of the game makes sense, but it doesn't work very well when you can't actually walk past the enemies. That said, I still enjoyed fighting my way through to the ship. It was an appropriately stressful experience. I enjoyed the music and the voice acting. One interesting thing: there was a bug where the rat was both in and not in the backpack.
May 11 03:53:13 13m 14s Bob The Bog Roll Defender ♥ 1 Nice and simple game, very effective. Not a whole lot of complicated stuff happening, so I guess I'll just give my thoughts on the gameplay balance: I feel like the rocket launcher doesn't really serve much purpose. It seems too expensive to afford in a single round of gameplay, and once you buy it, it doesn't have too much utility. It seems to one-shot all the zombies... but so does the shotgun, at point-blank range. I think the rocket-launcher should do splash damage to really be effective. It also wasn't clear from the start that a) the toilet paper rolls gave you money, and b) there were no consequences to touching the zombies. But I guess those two things weren't too hard to learn, so not really a problem. Also, the first time I got to the third round, there was a glitch (?) where a zombie ran really really fast and I lost instantly (like, it cleared the screen in less than a second). No other zombies ever moved a different speed so I'm not sure what happened. A personal opinion / nitpick: I don't think I would have gone with the screenshake, I think I would have done some particle effects. But that's my preference. Overall nice and simple and effective, kind of refreshing after playing some games that I couldn't quite figure out. And of course always nice to see Godot. 😄
May 11 19:37:47 15h 44m Morose ♥ 1 Pretty good game. There's a very nice little story with some neat gameplay progression. Reusing the alchemy system for the story and the combat system is an interesting mechanic. I originally found the fact that seeds had to be placed in a specific order a little annoying, it didn't seem to serve much purpose and seemed like a UI oversight more than anything else. But later I came to appreciate that as a puzzle-solving aspect of the game. I think it is a good puzzle, but the graphics and UI need more emphasis on the fact that seeds have to be placed in a specific order, otherwise it just feels incomplete rather than puzzle-y. I think the combat could use a little tweaking. Sometimes I would try somewhat complicated combinations of flowers to no avail, and I would end up just wasting seeds. I think if planted flowers were more powerful when using more seeds, that would be better. Or maybe just have there be more recipes that are easy to remember? In the final fight I did remember the purple flower recipe because it was relatively straightforward. But I would be hard-pressed to remember the red flower recipe. Overall though, very nice game, I enjoyed myself playing it. 😄
May 11 19:46:40 8m 53s Super Tippy Flippy ♥ 1 Very nice little arcade game! The controls are a little unintuitive but they aren't too complicated, which is nice. The music seemed appropriate although I feel like it was a little... empty? Like maybe it needed an extra instrument providing a bit of harmony. I did find it a bit strange how much the fish would clip into the platform. I imagine maybe that's so that it doesn't fall off too easily? I think it would be better for the fish to not clip into the platform. Either way, pretty nice entry, I can definitely imagine this as a full-fleshed arcade game.
May 11 19:57:58 11m 18s Keep her alive, please.. ♥ 1 Pretty neat little game. Has a very unique atmosphere and graphical style. My main point of feedback is that it is surprisingly hard to learn what to do. I tried several times to simply keep jumping in midair over the spikes, as the platform hadn't shown up yet. I had no idea there would actually be a platform to stand on until I died multiple times and decided to wait a while after the game booted up. It simply takes too long for the platform to show up for it to be obvious to the player that there will be a platform at all. I think the way I would fix that is by not granting the player control until the platform is on the bottom of the screen. Nonetheless, I enjoyed it once I figured it out. It was particularly fun to pull off a jump in between two red squares. I did find that recovering after I got hit was kind of hard, because the screen flashing red was rather distracting. But I did manage to get something like 60 points? I also think the systems that give you extra jumps and health are not very clear. But it didn't matter too much because it was clear enough that getting points was the goal. Overall, nice arcade game with a very unique atmosphere.
May 11 20:06:29 8m 31s KEEP THE F*CKING GAME ALIVE ♥ 0 Interesting game. The "wall" jumping feels kind of weird where you have to pull yourself away from the wall and then throw yourself back towards in order to get back your jump. I guess this is because traditionally a wall jump would push you off from the wall so having to do that manually feels pretty weird. To me it is strange that the score has an X in front of it as usually that would signify a multiplier..? Anyways, neat game. It is kind of fun to try to platform around even though the wall jump is hard to get used to.
May 12 02:50:08 6h 43m Neighbor - a spooky pixel adventure ♥ 1 Pretty neat game! There's enough little tasks to keep you engaged throughout the length of the game, and the music contributes pretty well to rising tension. I usually have some thoughts on what I might tweak, but I honestly can't think of anything (although that's likely partially because I don't play a lot of adventure games). Good job!
May 12 16:58:25 14h 08m theColony ♥ 1 Neat little game. I like the vast amount of space you have to explore, and all the unique planets and their names. I think I mostly just find that the game goes too slowly--it took me half an hour to build up a reasonable amount of engine upgrades and cargo space, and then I decided to try exploring the outer planets and got softlocked on the orbit menu :( There are two things that annoyed me. The first is that it was sometimes absurdly difficult to actually enter into orbit around a planet, especially with the upgraded engine. I think that the range where E will put you into orbit should be expanded a bit. The second is that the engine upgrades didn't feel like they really did anything. I could notice a difference once I had like 10 upgrades, but I couldn't notice the incremental change of each one. I feel like there is probably some way to make the engine upgrades feel a little more meaningful. I also think it would be nice if the map would either tell you how many resources were left at planets that you already visited, or at least marked them if they were completely out of one or both. All told, I had a good amount of fun playing this (enough to play for half an hour!) I think it could just be more engaging with some gameplay rebalancing and some tweaks to some of the mechanics.