Graphics are straightforward, the UI is intuitive, sound effects simple, audio balance level good
There seems to be some confusion between the tutorial and ship coordination? The UI seems to contradict the Tutorial:



A/B for primary secondary fire is reasonable on a controller, however when selecting keyboard/mouse controls the controls shown remain as A/B. updating the controls to show a mouse icon with the appropriate keys being clicked would help avoid confusion. Its good that later on when you start the tutorial battle it shows the appropriate keys based on what you selected at least.
the tutorial says to press Launch, but the only key I see is Start Battle?

friend/foe? the outline around my ship shows what looks to be like several red silhouettes, it threw me off a little as to who was an ally and who was hostile. I realized later on that it represented shields, it might be more helpful to the player to give enemies and allies different colored shields and use some other variable to show that a shield is weak(opacity?)
Game seems a little harsh at the start, some wiggle room to figure out mechanics would be very helpful, the tutorial was alright but it can take time for players to get used to mechanics as they play, I don't think you'd need to make the game easier early on necessarily, but maybe providing a way to do on-the-fly hull repairs early on would be beneficial.
Delay after clearing out a wave of enemies can be quite a while sometimes, leaving the player with 20 seconds or more of just waiting for enemy reinforcements, an option to fast forward at moments like this help with the game's pace. Sometimes the number on the countdown and the 's' overlap. An indication of where enemies will be arriving from would also be great, even if its just a general vascinity.
I'm unclear on what recycling does, I can recycle money? assuming that's what credits are.
The store page could use some more visual indications on what each product does, for example, in the image below

you could put a cropped screencap of the ship in action, or what it would look like at the deployment phase. the same goes for weapons, a single screenshot of how that weapon behaves would go a long way in communicating its use to the player.
Core gameplay loop is solid, though fairly simplistic in its current form, reminds me of games like FTL and StarSector.
I was able to quickly figure out how to navigate the game after a couple tries, though I don't quite feel like I'm very good at it, the core design seems, for the most part at least, to be fairly intuitive.
If you could, I'm trying to get feedback on my own game, I recently did an update for the demo, both available as a download on here and on Steam, the GX build is outdated:
itch download: https://silvercricket.itch.io/maryanneette
steam store page: https://store.steampowered.com/app/1963130/MaryAnneEtte/
forum for feedback (please post here, it improves engagement): https://itch.io/t/6490435/willing-to-exchange-feedbackreviews-maryanneette-an-ac...