Ah, my misunderstanding. That's good to know. I imagine Unity pays more attention to Pros though? If you're free and you open tickets / post on the forums, they seem to just get totally ignored.
That is a nice idea indeed. I'll have to look into it. I'm always a bit concerned about vibration in games since you don't know how intense it will be on different devices: it can be very tacky if it is over-the-top.
Thanks for the detailed feedback - some really good points.
Ghost arrow is something I thought of, but I was concerned it would make the game too easy.
Reset: you can long press without dragging to reset. There's a tutorial-prompt for it, but it only comes up when you appear to be stuck in a gravity well (which can happen).
Escape velocity: I did have this initially, but playtesters found it very frustrating and preferred to see a crazy figure-of-16 through lots of planets. I understand your point of view though.
That's very good feedback on hard mode - I wonder what I can change to make that more obviously a button. I personally prefer hard mode too.
I made it using Unity. In hindsight, I wouldn't use Unity again: the physics is really buggy if you want to do anything non-vanilla. For example, running physics at faster than realtime can give different results to 1x (this is important when automatically testing levels for playability - I computationally verify that each level can be solved with a hole in one).
Just launched this little game of mine - Astro Golf. You can think of it as Desert Golfing but in space. I think it was on an HN comment that I first heard about DG many moons ago, so it felt fitting to post this back here.
I'm a one-person team, doing this part time, and this is my first game. I hope you enjoy it. I'd be thrilled to answer any questions you have about how I made the game! It was definitely a learning experience.