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(+1)

Really enjoyed this. The launch-speed timing meter framing the whole run as "commit to a reentry velocity, then survive it" is a clever hook, and the heat/fuel double-economy plus hold-to-brake vs thrust gives the descent real texture beyond just dodging. The scrap upgrade tech-tree (armor/coolant/insulation/thrust) is a genuinely deep meta for a jam — that "one more run to afford the next node" pull is exactly the kind of return loop I love. Theme-wise the DIVE read (orbital reentry plunge) is spot on; I didn't spot a strong BUDDY element though, so that axis felt lighter than the DIVE side. One small suggestion: a clearer readout of how close to the 300 m/s / hull-HP win threshold I am during the final stretch would sharpen the tension. Nicely done! I made a dive game too (DEEP — free-dive descent with an oxygen economy and a glowing buddy fish), so this one really resonated.