##### Semi-on-the-fly remarks:
1. Introduction screen, (soothing) music and background all feel very atmospheric.
2. The presentation of the written tutorial as an in-game manual is once again a sweet immersive idea; nevertheless, this is the classic problem of having to fit loads of information at once, which can be much of an intake for the player. Having a tutorial, either explicit or even better, implicit (and intuitive), is generally better, but this is easier said than done.
3. By the way, I notice that distance still decreases while reading said manual, which is nice here.
4. The whole idea of having to decide which aspect of the ship to enhance (speed / engine, charge / solar panels) in order to reach the destination faster reminds me of the spatial victory from *Civilization II*. (I think this was the same in *Civilization III*? Sudden doubt.)
5. Swinging wrench for resources: an equivalent for *Minecraft*’s versatile pickaxe? ;)
6. Finished reading the manual: quite a mouthful! Of course, you can get back to reading it depending on what you want further information about, but this is still much to take.
7. I was afraid when I read ‘WASD’ that the controls would not be layout-independent (I have an AZERTY keyboard), but they are. :)
8. Checking the upgrade station: wow, that is many resources combinations, for the costs! :o I anticipate that this and the presence of six types of resources will make things complicated.
9. By the way, I love the whole in-game interface, this is once again very immersive, and intuitive.
10. Gathering resources: a thought occurs to me: is there any defeat condition? I may have missed something, but it looks like there is not. Judging by the introduction, I thought there would be some time limit / countdown, but I do not see any. I think this would have added challenge; although the game apparently goes for somewhat long-term investment from the player, so it would be super frustrating to lose. I think some compromise between more challenge and shorter game-solving may have been a nice mix, but this all depends on the kind of time is aimed at. Alternatively and more reasonably, some kind of setback (instead of crudely losing) could fulfil this challenge role.
11. Wow, you can even visit the solar panels! I like the whole ship design, it is massive. By the way, the nice fading link when you go out in space (a nice visual addition!) disappears when you go towards the sides and back of the ship; is this expected? (I forgot to say how cute the main character is. :))
12. I may also have got this wrong, but where does the 10-second effect from the introduction show up? I would expect the distance to increase every ten seconds. Oh, wait, it does! X) I think maybe just a tiny visual effect would help realize this, such as having the distance counter get red and bigger for a split second. Also, mechanically/game-wise speaking, since the initial speed is 1 light year per second, this is equivalent to staying still, and more generally, to have a ‘real’ speed of ‘face speed’ - 1 ly/s. So, correct me if I am wrong, but this means that the theme is incorporated essentially *narratively*, but not really as a game mechanic, since what happens is reducible to merely having some speed (to increase). (Except if you get a 10-ly increase that makes you arrive in two distance updates instead of one, if one wants to get ultra rigorous about it.)
13. Visiting a first planet; ah, I see, the types of resources on the ground are different from those you find in outer space. By the way, I have not played *No Man’s Sky*, but I have seen a bit from it, and this may be reminiscent of it. (Including reaching the ‘centre of the universe’, I believe?)
14. Showing the ‘UPGRADE!’ buttons only when usable is a good idea, it simplifies a bit having to check what amount is right or not. The same for reddish numbers when a quantity is lacking.
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