Satellites
I was in charge of the main satellite mechanics, including a procedural system that generated satellites with unique properties that would affect how they performed with different weapons attached, such as dynamic orbiting speeds, distance from the planet, size and population. These would all be displayed in an inventory menu I made that the player uses to check their satellites, and equip them with weapons.
I was also in charge of creating the mechanics for the weapons, trying to balance them based on possible satellite parameters. This also included working on the functionality for the shop menu that allowed players to purchase weapons and satellites.
Other roles included making the music, sound effects, and some art for the game (although we mostly used free tools online to create the planetary assets).