This game was fun and because the asteroids aren't too mobile, it wasn't stressful to play. I hope this doesn't overwhelm you too much, but I have a list of things I'd like you to consider if you make a future updated version:
- when learning the controls, I ran into an asteroid and I thought that the losing health ticks were a bit fast. I'd like to see a damage cooldown, where there's a short period of "invincibility" after the ship is damaged. Really liked how your "redness" indicated your damage level, though my familiarity with the game Heat Signature kept making me think it was how often you were thrusting.
- the music is okay--it doesn't get annoying after a bit, but I think this game could benefit from a more atmospheric, sparse, spacey soundtrack, or at least a track that's a lot longer with more variation
- it was hard for me to distinguish the orange and the yellow from each other based on color, but they also had shapes in them, which was a great addition for usability. One way to make colors more distinguishable is to mess with the saturation. Really I'd just like to see more differentiation between the yellow and orange.
- Since it takes so many of the same orbs to remove them, a way to make the game more match-able would be to reduce the number of colors by one, so that matches are more likely. Or you could reduce the number of orbs required for a match. Just right now, it seems too slow to get a match. I agree with the ideas to only be able to fire orbs with colors that are already in the playing field.
- the edges of the room seemed to be beyond the edges of the game window for me, was that intentional, or just something with my machine? Either way, it didn't feel right.
- because the red orb doesn't have a glyph in the middle, it feels different from the other orbs, even though it acts the same way (I thought it would explode upon matching, because it's red, I guess). I'd want to see a glyph added to the red one as well, just to even it out. Maybe a dot or plus?
- I really wish escape paused rather than shut down the game. It takes a really long time to play this game in its current form, and sometimes I needed a break from the intense concentration, and losing what progress I'd made up to the point that I wanted to pause was a bit saddening.
- I agree with the person above that having a small score animation when matches happen would add juice and also point the player in the direction of the score
- I really liked the asteroid physics and the way the ship moved about the space.
- Sometimes I could shoot past the surface and into the heart of an asteroid, which was mildly frustrating, but I could see how this might be difficult to address technically.
- I was wary at first of the ship controls, but they were very usable. However, sometimes my mind would mix up the shoot and go buttons.
- There needs to be a win condition since it takes so long to clear the level :sob:
- At some points during play, I wished I could see the orb I was going to shoot *and* the orb after that one, just because sometimes it's difficult to maneuver into the small asteroid crevice and if there's two of the same color, I want to shoot them rapid-fire after each other.
Overall, this was a really fun game that triggers the completionist in me too, because it felt very playable and the steps to move to the next point were obvious and felt accomplishable--it was easy to get into a state of flow. I'd really love to see a more polished version. Actually, on second thought, I really wouldn't because I'll waste so much time playing it! :) (But let me know anyway if/when there is one)
I hope this feedback helped! I thought your game deserved a playthrough after you promoted so many under-voted games, and I wasn't let down.
P.S. Because of the shade of the blue orb, and because it has a star in it, the orb looks like a blueberry and I really like that.