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Your itch page is exemplary and I want to lead with that, because it's the most transparent documentation I've seen in this jam. You wrote a Bugs section listing your own defects (some enemy movement is framerate dependent, boss weapons break if you load a save mid-fight), credited every sprite, sound and music artist with a link, and left an emergency key that clears all enemies if something goes wrong. That's more honesty than plenty of commercial games manage.

Having SAVE and LOAD in a jam shmup is a rare treat, and in a jam about preservation, letting the player keep and resume their run is a gesture well aligned with the theme. The pixel art space background (purple nebula with coloured stars at different sizes) is genuinely pretty and gives real depth. It also drops you straight in with no menu and no loading, which suits score chasing. And there are well considered details in there: you can shoot down enemy torpedoes for points, and when you run out of lives the game starts slowly regenerating health instead of just ending.

Where I struggled. I couldn't get the score to move. The game starts with 130 points already on the board (I never worked out where that number comes from) and after a long time shooting it was still 130. My shots left the ship and crossed the screen, but enemies didn't die. Either my aim was wrong or damage wasn't being applied.

The pace is also very slow. Enemies cross the screen almost stationary and there are long gaps between them. In a score chaser the opposite helps: more enemies, faster, with the number always climbing.

Two smaller ones: there's no title screen, game name or in-game instruction, you just land in dark space with a ship, so anyone who doesn't read the itch page won't know save, cheat or the emergency key exist. And the window is bigger than the screen, so the vertical red health bar is pinned to the right edge and partly cut off.

The page is a model of how to document a jam game. The game itself mainly needs pace and a title screen.