Played the browser demo up to the salvage loop on Nereida-4. I make incrementals myself so this is the genre I know best, and the core is solid: a clear order, a visible cost, a warehouse that fills. The objective panel telling me “salvage scrap until you have enough for the recycler, step 2 of 14” is exactly right. It gives me one thing to do and shows the road behind it.
Three things I would change.
Three modals before I touch the game. Language, then a demo notice about local saves, then the welcome protocol. Each is reasonable on its own and together they are a wall. The language picker could sit in the corner of the first real screen, and the save notice could be a line in the header. Only the welcome protocol earns a modal.
A localisation leak: in the History panel it says “Nereida-4 no responde” in Spanish while the game is set to English. Everything else around it is in English, so it stands out. I ship in 31 languages so I know how these slip through, but that one is on the first screen.
And the honest one, which you may not want to hear. The interface reads as AI generated. Not because it is badly made, it is not, the layout is clean and the information hierarchy works. It is that the specific combination is exactly where the AI tools land by default: very dark navy background, thin uppercase monospace labels, amber and teal accents, hairline rules, softly rounded panels floating on a flat dark field. I do not think you generated it. But anyone who has looked at a lot of AI mockups this year will pattern match it in a second, and in this industry that costs you before anyone reads a word. Breaking one of those defaults hard would fix it. A real typeface with personality instead of the mono, or one saturated colour that no model would pick.
Worth saying: the writing is good. “The hull is still smoking behind you. Turn the wreckage into something useful” told me more about the game than the whole tutorial did.