Thank you very much for feedback! I will convey your words of gratitude to the artist (it took a long time to work on the visual part).
What exactly caused the frustration during flights and shooting? Could you explain in more detail?
The flight mechanics are quite typical for games of this kind (Lunar Lander, Asteroids, SpaceWar!) — you just need to fly in the field of gravity to the objective point and land like in Lunar Lander to take the astronaut on board. Flight control is quite smooth in my opinion and similarly to same type games, but it took a lot of time, because both angular and linear motion is provided by physics, in the absence of friction with the help of a simple regulator, and it was quite problematic to balance (given the fact that there are no speed limits) and suddenly it is very closely related to art (because it is pixel art), given that the game uses two different control schemes for large and small ships. So with movement, I need to map out specific growth points in advance. For larger ships, I plan to slightly expand the control system and make it 4DOF by thrusters, as I did earlier.
As for shooting, it was originally planned to add full-fledged enemies, but other aspects of the game took too long and the enemies were not completed (primarily AI and problems with and the mission system), so shooting is more of an auxiliary ability. Finally, shooting is primarily intended to shoot asteroids, because a collision with them can be fatal, especially if the propulsion system is disabled at high altitude.
So in fact, your entire mission is to fly and rescue an astronaut, periodically shooting asteroids and avoiding collisions with mountains, with breaks for refueling and repairs at the main base — for this you earn points. We didn't have enough time to implement more :-(
There are really no limitation, I thought about getting around this in the following ways: punish the player if he flies too far (it seems that this should be done first), wrap the world around myself (here I encountered jerks in the background, it seems that this issue should be studied better) and procedurally generate an infinite world in blocks (for some reason, this does not work in the WebGL version, so I had to abandon this, the demonstration of level regeneration is only in the PC version, but without an infinite world).
As for the sounds, we didn't have time to finish this part, although I have already started to pick up a collection of freely distributed sound effects, perhaps later if I do a rebild of this game (this will be next year after the voting is completed).
Now I'm trying to collect a detailed feedback. after that, I will decide what to do next: finish the game and add the missing features, or make a new project based on this with a total rework, or do nothing :-)