Finally done and submitted! (Plus a quick post-mortem)

I actually finished around 5am AUSEST, but after a good sleep, I thought I would make a post about it. Here is a bit of a reflection:
Things done well
- Art. I'm super thankful to my friend Maspenguin for providing the base sprites for the player and enemies (i then coloured the enemies). I'm also happy with how the planets turned out, thanks to http://donjon.bin.sh/scifi/world/index.cgi
- Game design. I'm pretty happy with how the game ended up looking and feeling. Even though there are a fare few things to improve, I'm happy with the overall product.
Things done badly
- Time management. After thinking about my ideas, I just got into designing and programming. In retrospect, I really should of have made a plan.
- Levels. I left this to the last minute, and didn't get to implement different levels like how I originally wanted to.
- Enemies. I originally wanted to have different health levels for different enemies, but I didn't get around to this.
- Pizzazz. I really wanted to get some extra 'flair' into my game, with things like power-ups, and different modifiers for enemies. Unfortunately, I simply didn't have time for these.
Things to improve
- Planning. I want to dedicate some time in my next jam to make a plan so I can prioritise certain parts of the game over other parts, helping me to create a better game overall.
- Time management. Next LD, I want to use some time management software so that I can plan out my project better.
Here's the description:
A retro game inspired by the games like 'Space Invaders', Micro-World Defence puts you in the pilot's seat. Defend against 'Floaters', a fierce-some enemy that will stop at nothing to destroy small worlds.
Created by SaxOps1 for Ludum Dare #38 * Artistic help by Maspenguin * Music from www.purple-planet.com
Links :rocket:
- Windows/Linux/Mac: https://saxops1.itch.io/micro-world-defence