It now gives a quick and easy window to slingshot the orbiting moon to get to the objective as quickly as possible.
The next major thing I’m working on is a multiplayer race track, where the players will have to keep their ship inside the boundaries as they orbit around points. It will be a loop and all the players will begin in the same exact positions, two laps, session based where other players can spectate during the race, and a 30 second count down once there are two players in queue.
So I ran into your game, it’s great fun! I realized I never actually really understood how gravity assists worked and it’s been a good time figuring it out.
Thank you, I see you managed to get to the top of all the leaderboards in this current version, and you completed the race, awesome stuff. Did you have any issues or bugs, or anything you want to see? I’m glad you learned something, the gravity assist is a really good feeling once you understand how the moon pulls you along with its motion. I’m noticing that the afterburner should have a trade off, like 25% more fuel consumption per unit of thrust, because otherwise it just makes sense to always keep it on. I have a list of stuff for the next update planned, which I’ll post about sometime soon.
I didn’t really run into any bugs, but I have a couple bits of feedback!
- I think the How to Play screen should absolutely mention that you can click on planets to change your frame of reference, because if you don’t know that it’s a huge struggle on some stages.
- Also, I might just be a dingus who can’t read but I actually played the game for like maybe an hour before I knew about the afterburner, hahah. But yeah, it should probably have a downside to using it, makes a lot of sense
I’ll keep an eye out for any updates!
Great news. I’ll definitely add that to the how to play, and make it clearer about the afterburner when implementing the changes. Thanks for playing this seriously helps, there will be new fun maps and updates to come in the future. 👍


