BOOOST Post-compo!
TL;DR:
BOOOST Post-compo version is here!
Please compare it to BOOOST Compo version if you have time, and let me know if what I’ve changed is for the better 😛
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Hey guys 
It’s the last day, and I’m finally kicking my own ass to put this thing up! I’d been working on it on and off pretty much since the day after LD weekend, and… What can I say, it’s been a thoughtful couple of weeks.

Booosting the ship
I spent a lot of time tweaking the flight physics again, that being the thing that really defines this experience. It was a real struggle getting it between satisfyingly drifty and satisfyingly responsive. This new version is much more responsive in some ways, but does not let you do anything you want. It’s.
A big change was to the fuel system – instead of two bars, there is now one. Left and right flight does not require fuel, but thrusting directly up does. This lets the player manoeuvre when needed without worrying about fuel, but the regeneration and cost is higher than before, striking a new balance.
The top of the game field also expanded, affording the player more time to react to incoming ships, if they’re not invincible. You’re not always invincible while flying up – you’ll only be if you have 50% on your fuel meter and continued burning after the initial boost.
Booosting the enemy
The big bad changed from the wall of flame to an actual ship with armour and engines. This gave the player something to focus on besides what’s ahead. In the earlier levels, interacting with the boss isn’t really necessary, but later, the boss’s speed picks up, and your escape would be made easier if you blew up the boss’s engines, slowing it down.
The idea was to have more variety in the boss’s composition and components, but I haven’t gotten that far yet, and balancing the numbers on this has proven to be very, very very hard. I would love some input on how you perceive the difficulty of the game in its current state!

