Art: Gorgeous! Love the ship and the overall look of everything.
Writing: Technically solid. It's a bit of a Mothership cliché at this point that the person you're going to meet/rescue turns out to be bad, as is the "found alien artifact, everyone died" setup. But I like the digitally uploaded consciousness twist. I would have liked to see some explanation of what the artifact is, or at least what it looks like.
Game Design: I like the fact that we're not just going room to room fighting monsters, and the two-stage structure of establishing ambiance on the way in and threat on the way out is effective. That said, I find it disappointing that the threat always consists of rolling on a table that tells you what other rolls to make and... that's basically it. Although a good group of players will find room to play their characters regardless, the scenario doesn't really ask many choices of them, except for the one binary decision at the end. Even the die-rolling is relatively low-stakes as Mothership die-rolling goes, with the worst cases being a 30% chance of taking a fairly trivial amount of damage that is preventable by a saving throw. I'd rather see players given a potentially life-threatening problem to roleplay their way out of.
Theme: The artifact is "tied to an ancient myth" but there's zero explanation of what that myth is. I can't say you didn't do the jam theme, but it feels like you did the minimum.
Layout: Like the art, this is really beautiful. I'm giving full marks because it makes a better impression than most other things this jam, however, I do have one small criticism about the typography. There is a lot of space between the words (due to justification across a narrow column and no hyphenation), and the line spacing (leading) is tight. When the words are closer to the words below and above than to the words next to them in their own line, it's hard for the eye to scan a line of text. You keep jumping up and down and losing your place.
Utility: This is pretty usable as long as you're willing to do some ad-libbing to make the journey in and out more interesting. Some work is also required for the Warden to figure out what exactly the artifact is and what the lore is, as the players will want to know that.
Favorability: It's a really cool ship, and scenarios that emphasize mood over combat are up my alley. If I was going to run it I would rejig it to make the escape more interesting and less of an exercise in die-rolling. I'd probably also com up with a challenge even if they vent the Vault, since it'll be disappointing if they're never in any actual danger.