Gravity Well by Arch
Description
From the minds that brought you "Collosal Cat Adventures 2", and "Eskimonster: Pingus Rising" comes their new title "Gravity Well".
Take control of your crippled vessel and utilize dangerous singularities to reach the jump gate at the end of each level. With only direct control of forwards and reverse thrust you will have to deploy singularities to effect your ship's trajectory. Be careful! If you get too close to the singularities you will get shredded by their powerful gravity wells!
There may be plenty of room in space, but in space there is no room for error.
Screenshot

How-To
This is a top-down action puzzler. Alternate between placing singularities in 'Edit Mode' and flying your ship in 'Play Mode'. Reach the gate to progress to the next level.
Edit Mode:
Click and drag singularities from the toolbar into the starfield. Click on placed singularities in the starfield to remove them. Press the play button to transition to 'Play Mode'.
Play Mode:
Left Mouse Button -> Thrust Forwards. Right Mouse Button -> Reverse Thrust. Press the restart button to transition to 'Edit Mode'.

Tools/Resources Used
Engine
Unity 2018
Audio
NewGrounds
freesound.org
Bsfxr
Assets
Piskel
OpenGameArt.org (50% original assets. 50% premade assets.)
| HTML5 (web) | https://eskimonster.itch.io/gravity-well |
| Source code | https://bitbucket.org/CBartz/gravitywell/src/master/ |
| Original URL | https://ldjam.com/events/ludum-dare/42/gravity-well |
Ratings
| Overall | 145th | 3.86⭐ | 27🧑⚖️ |
| Fun | 140th | 3.75⭐ | 28🧑⚖️ |
| Innovation | 41th | 4.038⭐ | 28🧑⚖️ |
| Theme | 1068th | 2.78⭐ | 27🧑⚖️ |
| Mood | 515th | 3.208⭐ | 26🧑⚖️ |
| Given | 22🗳️ | 25🗨️ |
Game mechanics works well, though I'd love to have an better way to select replay (I often accidentally pressed replay).
Now, if I could control multiple ships at a time, that might be even more insane... but then I don't know if I'd even complete the tutorial on a multi-ship version. :)
The puzzle progression was well designed, so good job on the game design front. Mechanics were simple, but that's all they had to be. It works well.

0 - Main Mechanics:
The main mechanics based on physics, in positioning massive bodies to reach the exit of each level became very interesting.
1 - Secondary Mechanics:
I believe that the "meteorites" and the possibility of accelerating the ship (or not accelerate the ship) are the set of secondary mechanics. Also quite interesting. There is not just one way to beat each level, so it was even more fun to try in a number of ways.
2 - Learning Curve:
Quickly learn the main mechanics and the secondary. The set of commands is simple and clear.
3 - Flow:
At each level the difficulty actually increased according to my skill climb. I think in terms of game flow is adequate (there is room to create more intermediate levels and add new mechanics).
4 - Love Points:
The use of gravity. The challenge itself.
5 - Presentation of the Narrative:
There is not a very large narrative presentation, it seems. Looking in a subjective way, I believe that (with the messages and the challenges) I was someone who went away from home and was on a journey to return (with the playful question of the entity that placed super massive bodies and infinite meteorites in the way).
6 - Art Polishment:
For Ludum Dare's time is excellent, and goes beyond (in both sound and image). There is always room to polish and create new elements, it can be a good case of continuity of the project.
7 - Monetization Attractiveness:
I believe that (in case of continuity of the project) could sell as a casual game for smartphones. It would then be necessary to evaluate whether it would be through sale of the game, consumables (rebuilding the maximum number of items to be used per level) and many other possibilities (in case of game design expansion). It can also monetize with advertisements.
8 - Community Generation:
If you create a Facebook page invite me to follow. It may be that the game grows in terms of community. :)
9 - Cultural Dialogue:
The game talks about outer space, so it attracts those interested in the theme (getting enough of the culture in that sense). For the game to influence culture (in the opposite direction) it would be necessary to generate a good community and, preferably, to have a more elaborate narrative. Overall, it's very cool! :)