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This was VERY impressive! I know it uses a lot of AI generated art but it's consistent and blends together well.

I unfortunately didn't get to finish the game, as I died about an hour in and nearly unlocking the drive, but my last save was WAY earlier in the game. And since I still have multiple other lengthy entries to playthrough I have to just move on.

I was amazed just how many mechanics and how much content you fit into this thing. A multi-slot inventory system, craftable upgrades, ranged and melee combat, dungeon crawling AND shoot-em-up space combat, and even a save system.

I did have some issues though, some of them I think stem from the hardcore design ethos of the game. So they may not be "issues", but it's what I noticed.

The difficulty jump from fighting aliens to fighting drones was rough. The second ship I scavenged had drones and I was nearly dead and out of energy after fighting just one of them. I didn't have any weapons or armour upgrades as it was only my second ship so I had to flee. If I didn't notice the recall button I'd have been screwed.

I think it would be good to make the save game option more accessible either by adding it to the toolbar in the ship view, or adding a quicksave key. Depending how far you'd want to go with holding the players hand maybe even an autosave after exiting a wreck. Would help for people like me who forget to save since it isn't an option in 95%+ of jam games lol.

Controlling the ship prior to the inertia upgrade is a bit too unwieldy, I accidentally rammed into mines and enemy ships quite a lot. And turning with Q and E felt a bit too stiff, personally I would've liked if I could use the mouse to aim.

I didn't notice any form of hint or indications if a wall was a false wall or not. I don't think it needed what my game had with an explicit tutorial and noticeable colour difference, but some point of reference would've been nice. As it was I was just ramming into the end of every hallway.

Again, most of that may be suggestions that aren't useful as I'm assuming you wanted the game to feel unforgiving like old-school dungeon crawlers.

Back to the positives, if the dungeons were randomly generated the generation worked pretty well I think.

The perspective and movement in dungeons felt quite nice, and I like that you had the on-screen movement controls.

Having the map and compass be an optional upgrade I think was a decent idea, same with ranged weapons.

The ambient sound was great, reminded me of Fallout 1 & 2 which is good.

Overall, this was an outstanding entry, and one of my favourites of the entries I've played.

Excellent work!