Rating Response & Status Update
Not one of my better Ludum Dare scores at the end of the day, though it's more or less within averages for my entries (2-4 avg across all scores, usually with one score that game excels in - like Innovation for Senbir, or Humour for Hugely Unpopular President Simulator, which was incidentally the closest I came to the big 100 hall-of-fame in all of my years Daring to Ludum...Dare) - about 1500th average across all scores, with its best being Mood (1085) and Innovation (1371).
I believe this speaks to the fact that a lot more people are making games for Ludum Dare, and they're making better games. I'm content to yeet something out the door and work on it after the fact to make something good out of the prototype, and y'all are just out there kicking arse and putting out amazing & polished games in the span of a weekend. Rock on, jammers.
That being said, I also notice an odd disparity in ratings - for the most part every review left has been quite positive (especially w/rt to the mood, which brings me such joy to see - if other people are rejoicing at the spacey mood much the same as I am whenever I work on it, then this game was a success), and yet those comments only represent about half (12 comments vs. 22 reviews) of the total ratings I got. This maybe isn't surprising - it never feels good to rip someone else's game apart, especially when you know they went through all the same trials and tribulations of game jam development you did, and I would hazard a guess the lowest ratings are probably among those who didn't post a comment, either because it feels bad, or maybe because they just were too busy to write up constructive criticism & it fell off the schedule, as tends to happen in the hectic aftermath of a game jam.

As for how things are going post-LD47, I got saving/loading implemented a few weeks ago, and of late, I've been starting to slog away at the difficult task of adding spaceships to the game - it's a whole new set of nightmarish difficulties and hacks being required.
- Ships need to have the same seamless transition from ground to space/vice versa as players, as well as support for being anywhere in the system at any velocity.
- They need to be simulatable server-side to let ships continue to work without a player behind the metaphorical wheel or when their pilot is logged out outright.
- This means they need to work independent of the Unity physics system, as well as the active-visible frame of reference, to allow for ships to maintain consistent and accurate positions/velocities no matter how far out from the 0,0,0 point they are, and to ensure they can de-orbit/crash-land and whatnot consistently, even when the host is on another planet or flying through deep space.
- They also need to have a pretty decent physics simulation in place that would allow for stuff like using offset RCS thrusters to turn the ship, maneuver it around, etc, as well as for how their handling will change as they burn up their fuel supplies and the likes.
- All of this needs to work alone or with friends, and players need to be able to pilot ships seamlessly, and preferably with easy support for co-op flying if you add additional seats to it (e.g, one player is controlling main thrust and pitch/yaw/roll, another has maneuvering thrusters galore - this is really an engine feature for later use in another project where advanced co-op piloting would be beneficial for more than just the cool factor)

Thus far, the core physics stuff is semi-working. Translation to/from planetary surfaces is still pretty borked (velocity does not transfer correctly and you tend to get chucked off into deep space one way or another), and it does not work well when the active frame of reference for display is a rotated planet (though the issue may just be visual by the looks of things - which is fine, seeings as how you won't be seeing/flying a ship in deep space while on a planet :P), plus there's no interaction with player characters of yet. Progress is slow-going, in no small part thanks to motivational issues and the general mind-boggling complication of the task being made worse by odd and arbitrary bugs I'm having no luck with fixing.

Such is the life of game development. Keep on keepin' on, jammers, and stay safe out there.
