Are you simulating real gravity or some quick method that consider the closest planet?
Are you simulating real gravity or some quick method that consider the closest planet?
In terms of gravity, I actually recall this was a team debate. The original design was to use real gravity but the team thought it was simpler to have discrete areas of influence. We never really had time to A/B test it. Kerbal Space Program uses a similar model.
You may enjoy looking at another recent game "Hole Punch: Sling your spaceship around gravitational fields" https://notoriousbfg.com/hole-punch/ (HN discussion https://news.ycombinator.com/item?id=49946393 (364 points | 2 days ago | 90 comments))
About your game, three feature request:
* I'm not sure if it's a good idea to start the first game with so many weapons. I understand it's more fun, but not knowing what they do and the cost is confusing.
* In the weapon buying screen, it would be nice to have a visual representation of the explosion. (This looks like a very hard change. I'm not sure if you are going to add more features.)
* In the weapon buying screen, I prefer that the list is not cyclic, i.e. if I click down it stops when the list ends instead of cycling to the more expensive weapons again.