@toccio94 You hit all the major points that I wanted to include, but just didn't have the time to!
I've been post jamming the game on stream, and the major thing I've been focusing on is engagement. Scores popping up when you get points, demonstrating to the player that each target has a delivery quota (Right?! that isn't even mentioned in the text), and trying to make the gravity less "realistic" and more "intuitive and fun".
The game grew a lot during the jam, but most of that growth was "inward".
I ended up chopping out an "energy" system where you had to build up your helium reserves over time, which, itself, was a departure from my original plan of launching _one_ delivery at a time, with huge penalties if you missed.
I removed the concept of obstacles (meteors, satellites, etc.) because I found that they made it really, really hard to score any points at all, but I took them out at a point in time that I was going to _just_ have the earth and moon! Adding them back in for the full system view would probably have helped.
I downsized a lot (including the music and sound effects T_T) simply because I spent too much time trying to make the shooting feel right, when that wasn't even the point of the game to begin with! And if I had decided to just stick with my original plan, with just the earth and moon (and mars making a couple passes), I feel like I could have made things a lot more polished.
Anyway, thank you for the honest and _good_ feedback. I had a blast making this game, but it wasn't without its headaches, and the fact that someone played it enough to form such thorough and nuanced opinions makes me just as happy as the folks who play it and just enjoy making pretty spirals.
I'm especially glad that my writing made you, at the very least, chuckle inwardly. :D
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Side note: That freaking toggle switch is my least favorite part of this whole endeavor. What sort of _game_ UI actually has a _sticky focus_ on controls?! This isn't the web! I really like Godot's UI framework, but they make some, er, questionable choices in some cases.