Thank you! Orbital display wasn't optimized very well and proves to bet the biggest influence on lag by far. That is something I do plan on changing in the future!
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I believe you are calculating path every single frame using player's motion vector regardless of W or S input. As a result when some solid object pushes the player away it breaks the system. Alternatively you can bind the calculations to W or S input. Path should only be calculated when W or S is pressed.
1. For the first Saturn fight, when Saturn throw the large asteroid towards player in high velocity. This one is inconsistent to reproduce.
2. When I defeated the Sun, I was pushed back to the first boss. Now it had a celestial machine around him. At that instance, when the celestial machine pushed me into the planet. My orbital path started glitching out. This one is consistent to reproduce.