I think that without a minimap or a simple map screen/menu, it’s difficult to figure out where to go, especially since the ship is so big and the player HAS to wander aimlessly to figure out the layout for themselves. Maybe signposting could work instead of a map like having actual signs on the floor indicating where the rooms are.
The lack of a health bar made each encounter pretty uncomfortable as it forced me to always play it safe as if my character was about to die. And when I did die, it felt like it came out of nowhere since there aren’t hit reactions either.
I think the enemies should move slower than the player because its very easy for your playthrough to end by making a single mistake. I positioned in the middle of a corridor during the uplink timer section to give myself enough space to shoot left and right. Then I accidentally right clicked and walked too close to the next hall intersection and the enemies were impossible to shoot in time as they instantly rounded the 90 degree corner and swarmed me. If they moved slower than the player you would always have the ability to run back away and make enough room to safely shoot enemies.
Solid entry though. Balancing a jam game and getting all the details right is always impossible, and what you delivered has a lot of potential with some tweaks