Game: Stardust Drifter Idea: An arcade game where you ride the pull of stars to collect dust and reach deeper systems before your fuel runs out, with the twist that the star that slings you across the map is the same one that kills you. Core action: Read the live trajectory line and nudge thrust - you never fly straight, every second you choose to fight the pull or ride it. Goal: Clear a system's dust to open the gate, then push deeper. Fuel carries over. Score is depth, not points. Unique hook: No engine worth the name, no upgrades, no unlocks. The same gravity that kills you is the only thing that moves you. You never get stronger - you just get better at reading the pull. Private note - for this community, not for players. I want to build games that leave you knowing how something actually works, without ever telling you that's what's happening. No lessons, no facts on the loading screen, no quiz. If the player notices, I failed. Which is why the game has to be a good game first - that's not a compromise, it's the whole trick. Nobody plays it to learn anything. But you can't fly a mote of stardust without reading gravity, and you can't survive a star system without learning what its layout does to you. A tight cluster of planets leaves you nowhere to run. A dead star is a trap that looks like nothing. You find that out by dying in one, not by reading it. Every level is a real star system - named after it, shaped like it. TRAPPIST-1, Alpha Centauri, Sirius. The scale gets thrown out, and that costs nothing: what's true at 0.06 AU is true at 300 pixels. Real distances are just empty space. What can't be faked is the shape. Invent a system, staple a real name on it, and you haven't smuggled anything - you've lied. Game first, theme second. Every time I led with the theme, I paid for it with the project.