Thanks!
You have read my mind Yes, winds will definitely be a force element in the game in later levels. Imagine lining up with the landing pad or passing through narrow tight passages while working to counter wind forces (basically, gravity set on the x axis ) . I have considered underwater missions too, but working on the underwater assets is a ton of work, and I’m doing this solo, so that may come later on .
Floating green energy orbs are “refueling stops”. The main challenge in the game is efficiency - delivering/landing your cargo at their designated landing spots before you run out of fuel or blow the engine with overheating. Some missions are long so even with full tank you can’t make the distance without a topping up. Those green orbs (and coolers) are positioned in such a way that if you don’t use power efficiently, you can’t reach your destination. As you gain familiarity you’ll learn that some tricks (like using gravity, or using a “swing” or sling effect - the tugging of cargo and ship, or short bursts) can actually save fuel.
Blue crystals are in-game’s currency used to buy upgrades like engine power, stronger armor etc. As you progress for example, some cargo are just too heavy for the default ship, so an engine upgrade helps, and so on. So if the player is lazy to collect the crystals but needed to upgrade, he may buy crystal packs with real IAP, or replay the levels to collect the crystals.
Graphically though, at this point I am not very happy with how I presented these power-ups as floating objects. Perhaps they’re too large? Or do they look out of place considering the realistic scenery? I’m not sure yet. But they’re there for functionality and testing the framework. Whether that’s permanent or temporary I still have to review it :)