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I was really impressed that you managed to make a game this spinny and disorienting—a cool ludic tension-builder!—without making it...nauseating. At least for me, anyway. That's a hard needle to thread. There are some little things you could adjust in camera and controls (without sacrificing the scrambling nature of the player's actions) to add some QoL and make the setup work for something bigger, but I think it works great for this game.

Also, maybe I missed something, but gryyvat gur cynlre nobhg n abarkvfgrag tha vf irel zrna. V ybir vg. Znqr gur npghny fbyhgvba srry yvxr phggvat gur Tbeqvna xabg.

Nyfb n arng jnl gb cynl jvgu gur nffhzrq fpbcr bs gur tnzr; V svtherq V jnf tbvat gb unir gb or onggyvat zhygvcyr ybofgref jura gur svefg bar fubjrq hc.

Cool, concise, classic "neat mechanic" jam game.

(+1)

Thank you kindly for your comment! I'm relieved that you didn't find it nauseating to play. That was one of my worries since a low framerate can compound the experience, so I agree that there could be some quality of life improvements on this game.

The rest of your comment was kind of funny to me (besides the clever ceasar encryption), because there actually is a gun somewhere in the ship (it spawns inside one of the three decks), though it can be hard to find due to how disorienting the game can be. The gun is not necessary to complete the game, but it can be helpful. I would not dare lie to the player and tell them about a non existent gun xD  even if that could be a good idea, if executed properly.

This just shows that I did not a good job at properly guiding the player toward a clear goal, although it does not seem like a problem for seasoned players like yourself.

Anyway, I'm very happy that you could finish the game and had fun playing it!