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The first wave of enemies came in hot and nearly took me instantly out, but I loved hearing them crash into the asteroids as I deftly flew through the asteroid field. Really interesting esthetic and lots of potential.

I do feel I was looking for a bit more agency, especially when there was a lot of dialogue to go through to choose Y/N on the mission, I generally just went with whatever option I got to first vs. backing out and trying to compare the options. While I'm usually one for seeing how long I can go without shooting sometimes in games, I did feel like I was missing something, maybe even just a limited boost option. I needed my ship to have a bit more weight to it, even if it was just a flame out the back when I had the accelerator on.

On one hand, especially for the title, the long-haul emptiness of space vibe was interesting, but on the other hand, there was a bit too much of it. It'd be useful I think to have some of the earlier missions be shorter, and also for each mission to have at least something "interesting" about it, whether it's an asteroid field, enemies, or something else. Some rewards/upgrades and making the choice of mission more impactful too will help.

It was a bit hard to see where the theme really came into play into the game itself vs. just world building around the clients. In the future, some sort of reputation/faction system where doing different jobs made you friendly to some and enemies to others over time that could change (and that you could recognize the different ship types of) could be interesting.

In either case, this is a phenomenal jam game you've put together, and it's a great start to something bigger!