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(+1)

Really interesting concept! Once you get the gist of it, flying through asteroids feel quite empowering.

The game can also be a bit infuriating though. My biggest grief might be the inventory management part: too many times, after resetting my ship, I realized that I forgot to take some fruits and thus I did some stunts for nothing. Managing to reach a planet is hard enough, having to take notice of items and dealing with a time pressure on top of that didn't feel that pleasant to me.

But trying to fly around and land on a planet was fun! True, I didn't have a precise control on where I was going. Often the orbit was too tight to really aim precisely (the timing can be quite short, even in slow motion), so I was satisfied when a succession of happy accidents lead me to a planet.^^ The UX is really well thought on that regards. Not only seeing the future trajectory of the ship is helpful, but also the hypothetical ones gives a lot of controls to the player. The game successfully makes you feel like an aerospace engineer trying to compute optimal orbits, and this is a neat achievement. Well done!

Thank you for the nice feedback. We want to add different game modes which don't necessary rely on the inventory system, for example race mode in which you try to optimise your trajectory for speed.