The small size of the first planet made it different to understand the mechanics at play at first. It was difficult to understand the perspective and understand what I was looking at. At first glance I thought that I was the planet and the shots were operating within my gravity field, so I somehow dodged every shot by holding w. Because I moved at the same pace as the shots, I somehow timed it so I was rotating around the planet in constant motion just as the shots were. This strategy took me through planet 2. The caterpillar-like obstacles on planet 3 took me out of that strategy, and forced me to come up with a new strategy. I realized I could shoot two shots to the right, move down a little, stop, shoot two shots to the right, stop and repeat until each shot was revolving around the planet along a separate axis as me, and then I'd just stand still.
With this in mind I moved along to planet 4, ready to see what the next challenge that would force me to rethink my strategy was. When I saw the 4th planet, I saw copies of myself that mirrored my movements, and thought "oh no, am I going to have to also perfectly maneuver the mirrored versions to also avoid the shots? This is a nice evolution of the puzzle gameplay."
Sadly, I then realized that this was supposed to be the end of the game, where I reunited with my brothers lost among the cosmos. My major criticism of this point is that it needs an end card or something to let the player know that they beat the game and are done, and maybe a return to title option so the player doesn't run around endlessly at the end wondering what to do.
For a short game jam, it's charming and simple, and gets the job done, but I feel like there is still potential to expand upon the puzzle elements.
What carries this game the most are the vibes of space and music which bring to mind the quiet sadness of Super Mario Galaxy. Based on atmosphere, art direction, sound effects and vibes alone, it deserves to be expanded upon.