hey, thank you for the detailed feedback!
glad the core idea, art direction, palette and ship graphics worked for you. i also like this direction of mixing an automatic space invaders-ish and card mechanics
about the music, i understand what you mean. for me it was mostly about supporting the mood and the strange lonely feeling i wanted the game to have. i tried to balance the melancholy of the story with the more active gameplay parts
about the narrative, i had a clear direction in mind: loneliness, distance, self decay, but i agree that the actual text side should be more focused and developed more specifically. right now it works more as an overall mood around the game
about the card gameplay, the intended idea is that threats should push you to adapt, hold cards, merge at the right time, discard bad options and plan around danger spikes. at the same time, i wanted the system to stay pretty fast and flow-based, not become an overly complex card game. so the target was low entry barrier, quick decisions, and a bit of depth through timing and card management
i think your point is useful here: if it feels like you can just take any card and drop it on the "ship", then the game should communicate its threat goals more clearly. the player needs to understand what danger is coming, why it matters, and why holding or merging a card could be better than spending everything immediately
thanks again, this is useful feedback!