Thank you for playing and comprehensive feedback :) I went a little bit overboard with animations (I had zero sprite animation skills when starting and took opportunity to learn), there are actually 4 different animations for two engine types and their changing depending on your level of damage, however only technically as I copied the frames right now (only the ship sprite changes with damage, the engines are on separate layers). Asteroids are from amazing Kenney's asset packs, I sadly had no time and skill to create them myself, I should really work with some artist next time. I will try to set the filtering, scaling, etc. settings correctly for post-jam update, I rushed this game a little (had not very much time and wanted to learn a lot) and there are some hiccups (like level ambient music not working in web export). I still lack level design skill (although it's improving slowly), I plan to finish one "proper" longer level which will use all the objects and their properties (e.g. asteroids are not "pulled" by electric fields, but stations/satellites are) for the final update. Thanks one more time :)
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I guess the moust important parts of jams is learning and making something that work enough to be fun, cool or interesting to build upon, not necesaraly perfect in any way. I am alsow almoust completely new to level design and my aproach is prety much just tring out random ideeas undit it feels right and tweking along the way, alos i am also no artist so i just try to draw simple stuff just by preaty much tring a bunch of ways to mix the pixels untill it looks passable and from what i know the moust importan parts of art in games is moustly about the artsyle beeing cosnsistent and readable not necesaraly beautifull. I alsow ending up sushing some of stuff in my game even if i had a lot of time to work on it and went for something i knew i could vauguely do. I like thinking about games and giving feedback and i alsow had fun playing your game!