I enjoyed the excitement of the near misses. Having the movements so slight, I feel pretty strategic by barely escaping. Unfortunately, playing this way just makes the unfortunate collisions feel a little more frustrating. The aforementioned upgrade system could be a fun approach. In any case, good work, this was a fun game!
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It's great that you had moments where you felt strategic by barely escaping, but at the same time that introduces moments where you were really close, and you think you should've been fine but you weren't. To make this happen we made hitboxes lenient. We'll look into making it more lenient so long as gameplay doesn't feel too wack and out of tune. Thanks for the feedback on that!