Enormously developed for a 48-hour game. The building blocks of a 2D combat flight shoot-em-up are all here in droves: I like the inclusion of a narrative cutscene, upgrades tree and gameplay loop to provide a structured experience to the game. Commendations have to go to the flight behaviour, which ekes out a nice balance between feeling realistic and float-y whilst being roughly precise enough to not get in the way of the shooting action. The reddening hue of the sky is a nice digetic way to convey the time limit to the player, although it was a little confusing with the bar at the top until I realised it represented the goal state. As I played more, I realised what you'd done that was really cool: made a progressive, almost incremental-style game where the slow accumulation of resources expands the time per round, upgrades, and inches the player closer to the end. That's a really addictive gameplay model and I could have played this for much longer. Great work!