This was an easy game to jump in and start playing. I like the background image, even though it is the same as the title screen. Purples, blues, and green = yess!! XD The gameplay has nice readability against the background. There should be some indication for where the enemies are coming from, probably like a warning at the edge of the screen in that position / direction. You are focusing on moving horizontally across the screen space and may not see something happening at the far left if you are on the far right and vice versa.
I would consider possibly having the enemies pause to deal the damage to the signal nodes instead of the enemies running into them and causing them to break, similar to how you have to hover over the node in order to repair it. Just my thought on that, and because you are so far on the one side of the screen that if you don't notice an enemy at that far end coming in, the could break the connection so easily by running into it, versus where if they were at the node and dealing the damage to that node, there may be some kind of visual feedback to represent that and catch the player's attention so they know the node needs to be protected.
I was able to hold the mouse button down the whole time for ceaseless fire, so it made clearing out the enemies very easy for me while I navigating onto the nodes. There was no real difficulty or ebb and flow, just shoot and go. The shooting audio is way too overwhelming.
The CONNECTION is obvious.
You had a fair balanced blend of different assets that still felt cohesive.
Random Suggestion: I feel like this game needs a Wave Clear mechanic. Like for all the shooting I do, I could be building up a meter as I deal damage, and then once that meter is full, unleash a wave clear that just blows up all the enemies on the screen. (Just something I would do and implement as an extra reward for shooting so much). And also to help balance out certain scenarios that occur like too many enemies building up on the screen and you need to relieve the pressure to focus on repairs when you have multiple nodes you need to repair. You end up getting in a cycle of rotating between the nodes while managing your mouse cursor having to shoot also while other nodes are still getting broken. It would be nice to have a way to handle all this at the same time, and a wave clear attack could achieve that.
I think it would look amazing if you animated the loss of ship integrity and the fluctuation of the signal strength.
Nice entry!!