Oh the music takes you right to that NES era nostalgia, very spot-on! The graphics are great too, but it feels like the movement runs on a higher resolution than the graphics, which takes away from the NES feel a bit. The enemies all running on a fixed path makes it a bit too easy to just stand outside of their reach and pick them off one by one. Level design feels a bit aimless. I loved the small part about flying around the star system map, makes the whole quest feel larger than it maybe is.
Viewing post in The Sun Awakens jam comments
Movement shouldn't be higher resolution since the resolution of the whole game is locked in to 256 x 240 and should be integer scaling, but I'll make sure when I look in the settings. Definitely adding more room variety post jam as well as making some tweaks to the dungeon algorithm and enemies to make it feel a bit more intentional. Thanks for the feedback!
Looked at it again and I think I kind of misremembered/misinterpreted a feeling I got while playing when I was writing the comment. The resolution is 100%, but there's a few situations like this where the enemy runs its course horizontally while partially overlapping the background tiles, which felt a bit off.

Ah, yeah, that's actually intentional since it was the only way I could fix that enemy's collision before the deadline. But I agree that it definitely looks a bit off and could be improved in the post jam version. Not sure if I'll fix that in particular but I'm making a note of it, definitely want to focus more on the big issues first. Screenshot helped, thanks!