The mechanic is great and I think you explored the idea's potential quite well! I ended up rage quitting on the last level though and have a few thoughts on improvements because of that:
- The level is quite long and you're unable to see to the end of the level to plan out your moves ahead which means that the player has to spend time getting to the part they're stuck at only to have a brief glimpse of what's next and try to work it out on the fly. I think one solution would be to allow you to pan through the entire level before clicking to start (similar to the binoculars from Celeste).
- The timing of the falling asteroids isn't consistent between deaths and since the timing is somewhat tight it's easy to waste retries that way. If the timing of the asteroids were reset on each death that would help.
- I spent quite a while on the first bit of the level before realizing that I didn't even need one of the orbits and later on in the level I found another orbit I didn't need. I think it'd be useful to remove those so it's easier to understand what the intended solution is.
- Finally, one thought in general is that a faint circle indicating your current trajectory would be immensely helpful, especially given that the hitbox isn't smaller than it looks and it can be frustrating to die when you're off by just a little bit.
Hopefully the above thoughts are helpful. I did really enjoy the game overall and think that a lot more creative levels can be done with this mechanic!