Very very very good game. I absolutely loved it. Kept me entranced from beginning to end.
Completed, well done sir!
Yep. It's a nice fun little game.
But how did you handle levels that it takes you so long to create one of such a simple type?
Thank you everyone!
About the levels, it's justified to think the time invested in one single room might be excessive. I have difficulties keeping my reasoning behind that short while not looking pretentious and dumb. Anyhow, I will attempt to explain it here.
Consider in how many ways you are able to design a Super Mario level. Now, consider in how many ways you are able to design an Astronaut level.
It's a rough comparison, but I hope my point gets across. Excluding the conventional movement system, my game contains only four mechanics. In Super Mario there are power-ups, pipes, coins, goombas, koopas, coins, water, moving platforms, etc.
When I came across most level design problems, I would have to redo the entire map. This was not due to some kind of limitation, rather because the solution meant too much complexity. I wanted to keep the levels game geometrically simple yet unique. On the other hand, Super Mario contains a bunch of tools to make a level engaging.
My philosophy resulted in a lot of ideas being scrapped because of feeling bland or shoe-horned in. I did it for personal reasons, I wanted a meaningful game that didn't waste your, the player's, time.
Smaller "indie" titles tend to resort to few mechanics that change the game in a big way. Although it's harder to be creative with less tools, the reward is often worthwhile. This is partly why they tend to be a lot shorter too. It means a lot to me if Astronaut even came close to this reward. I guess the lesson here is that less is more