Nice game! I enjoyed the idea and thought the rotational momentum was a neat factor to include in a spaceship game.
The biggest drawback was the audio. The audio that was there was awesome, it was what was missing that was critical. In short, you had three sounds that were really missing: Spaceship damage, magnetograbber, and music. I do realize this is a jam game and not everyone wants to spend their precious time doing audio, but I think in your case you were really close to getting there.
First sound is the easiest, damage is pretty easy. Especially when you have a destruction sound. If you were feeling short for time, I would've taken your explosion sound, cut off the first chunk of it (0.1-0.3 sec), made it fade out, and then maybe add a short-tight reverb to smooth it out. The issue there would possibly be a repetitious sound that becomes tiring to bumbling players. A good jam-technique for that issue is to play each iteration of the sound with a slightly random pitch and volume. In my code I frequently have these two lines: ``` sound.setPitch(math.random() * 0.05 + 1) sound.setVolume(math.random()*0.1 + basevolume). ```
This helps add enough variety to remove a ot of the annoyance factor.
The other sounds are a bit harder. Magnetograbber wouldn't be super hard. It is up to you of course, but I'd experiment with some sort of humming sound, take a mic to your AC unit, or even your throat when you hum.
Music/ambiance is a bit harder, but in this case I think it is pretty critical. It would really help the mood. Space games tend to be a bit easier because all you need is some sort of thin pad doing ambience, and then some sort of basic interest factor, high pitched tinkle sound maybe, or sporadically placed bloops. Again, this is up to your skill level and interest, but I think it would really enhance the mood and bring in the player more.
The other aspect of your game that I felt needed a little more attention was the controls. The relation of your game to the theme really hinged on your controls. I think you had a great start. But I think maybe you should've made it easier and more responsive at the start, and then much less responsive when picking up point things. Maybe even have it to the point where it starts easier, and then once you get ~3 pick ups it is to the point where it is now.
Anyways, I think your graphics worked well. I could tell it was jam graphics, quickly done and done with the intent of getting something decent looking into the game. But I think it worked really well like that. The simplistic feel really works well for me and the look you came up with was really easy to read.
Gameplay wise I think you nailed the scope for a jam game. The controls and idea behind the game was simplistic and easy to follow. But yet it filled out a complete game. Frequently LD games have the idea but not the execution, or everything is there but it is just hard to follow. You nailed all of that.
All in all, good job! Sorry if I talked too much about audio, its just part of gamedev that I really enjoy.