Very sensible for a first scope, but you need to throw more effects on it. Shake the screen when an astroid near you explodes, particles everywhere, a sun in the background so you can put lens flare in like JJ Abrams would.
What's the thing you never liked about asteroids? I always wanted to try and improve this ridiculous small playing field of astroids but just never found something practical.
If you need a buildscript to automatize releasing for all platforms, I have one extended from on josefnpat did
https://github.com/TomK32/Poppy/blob/master/build.sh (it uses git but you can just remove the lines and put static values in).
Screen shake happens when you get hit... I'd like to do other effects and things, but I should probably focus on the animations before that.
The small playing field is actually one thing I have been trying to figure out as well. I tried bouncy walls, the regular wraparound, and the regular wraparound method but bigger. I think I'm going to end up having a somewhat open field, and just not let the player get too far from the center(warn them, and then cause them to die from something odd). The asteroids will either wrap around, or maybe be on specific orbits.
Thanks for linking to your buildscript... I can't say I know how to work it though.
----
I've been working on code mostly, and experimenting with different ideas. I'm going to hold off on posting the game until it feels a little bit more settled.
Controls are something I don't like about the original. I've added a boost if you double tap on the up arrow key. If you hit the down key once you slow to a stop and if you double tap it you go into reverse. At first I had it so you activated the reverse and boost by holding down shift. I'm not sure which is better... Shift is more precise, but I like keeping the amount of buttons to a minimum.
It feels weird posting without an image, so here's the palette I've been working with:
And a concept drawing: