Thanks everyone for playing my game and leaving awesome feedback! I wanted to take some time to respond to some of your feedback here.
@anshul-k @tengusheath Sorry that you guys experienced lag, performance wasn't really something I was paying that much attention to, but I should have and I'll be sure to keep that in mind when I make games like this for future jams.
@alexdart The idea was that you used your fuel to reach one of the planets, on which you could find resources that could refuel your ship!
@edward-dassmesser I agree - I think I didn't do a great job of explaining what you were supposed to be doing on the different planets. As for getting off of the planet, you could do that by returning to your ship where you landed (which I also should have indicated better!)
@polkoii I did have sound effects for shooting and thrusting, although they didn't seem to work in the WebGL version :(. Having an indicator of where your ship is on the planet is a great idea! I decided to have the fuel level be so low so that players would want to upgrade it after collecting resources, but it definitely could use a buff.
@sestren Yeah, I probably should have added some sort of indicator of how to get back to the ship!
@viperux I don't think I ever mentioned to players that you could actually eat the apples to replenish O2, which is one of the reasons those O2 upgrades exist (I'm happy that you stumbled across that feature though!). Also I wanted those upgrades to be more efficient than just eating apples, but I can still see why those particular upgrades weren't really useful. As for the shot speed, yeah, you're right, upgrading fire rate is much better. I guess I just wanted to give lots of options and included a bunch of the easily tweakable numbers as upgrades, but could have put more thought into upgrades that would be more useful.
@james-macgill I agree that the resource distribution could use some additional tweaking. Indicating how far planets is a really good idea!
@blubberquark The original idea was that you would be travelling to planets that are deeper and deeper into space, until you reach your final destination (the black hole) but, like you mentioned, I was a bit too ambitious and didn't have the time to create multiple planets to get this concept across. I struggled a bit with the artwork - I created all of the 2D artwork and largely relied on asset packs and the terrain system to build the 3D worlds, which resulted in a bit of a conflicting style. I'm also pretty new to using the terrain system, which is why the terrains aren't super polished, but I learned a lot in the process! I agree with the planets being boring in the small scale - I didn't really flesh out the planet exploration gameplay and wish I had spent more time making the exploration more fun and interesting. I wasn't focused much on performance, but multiple people have mentioned lag and I probably should have been more concerned with it. I originally wanted to have a proper day-night cycle on the planets, which I would've made use of dynamic lighting for. I uploaded a full playthrough if you're interested here (also now linked on itch) https://drive.google.com/file/d/1xF6G3GHjoHr7OwHlkFtIBYSFjcMhKdNI/view?usp=sharing. Thanks for playing and leaving lots of feedback!
@oadt I think that's a great point - giving some indication of what to do and giving players clear goals would make the gameplay much more focused. I can also see how restarting upon death is frustrating and I probably should've included some checkpoints.