Notes:
- Story is awesome. It hits a great balance of cool/weird/silly. Time Snails are an excellent MacGuffin.
- Ok, so the feel of the player movement is excellent. It is just fundamentally satisfying the way you can move, drift, and change direction. However, the control scheme obscures that, badly. I strongly recommend you rethink the control scheme. My suggestion: 1. M1 should be your acceleration, not W. The ship is following your mouse, so it is very intuitive to have the mouse button control acceleration. 2. You should always be drawing a trail, you shouldn't need to hit a button for that. 3. Space to drift is fine.
- I'm not convinced of the glyph drawing. I hate to say that because I can see you put a lot of effort into it. But when I try and draw glyphs, it just feels frustrating. Which is a big contrast the the great feeling of the movement. I remember Jon Blow tried to make something similar, but eventually abandoned the idea for various reasons. And his was just with the mouse, you didn't even have to fly around.
- Drawing symbols is something we are so practiced at. Forcing players to do it clumsily just doesn't feel great. This feels like a great core mechanic (the movement) in search of a game.
- Take this all with a grain of salt. It's completely possible, even likely, that the graces of the system were lost on me, and won't be lost on others. If you have a vision for how this will work and you believe in it, keep going.