The visual is a bit too much newgrounds(Edmund McMillen) inspired.
Hard to make a difference between the ground and the obstacles(walls).
Is it a walking simulator or a puzzle game?
None of the art is final, and most of it is done by me. My style is extremely good at not being my own, which is why it looks really Edmund-ish.
I could see how the second planet could throw you off, but I thought the first planet would have obvious separation between walls and ground.
Also it's basically a walking simulator at this point
I'm looking into making it more about exploration, by adding secrets and special events into the mix, so we'll how it does.
I got into the rocket on earth too early and couldn't get out so I only had 3/4 tubes!
I can try implementing a system to fix this, possibly a yes/no input from the player, asking whether or not they want to leave.
Anyways, thanks to both of you for your input! ^)^