Simple premise, but executed extremely well and quite addictive to play!
Took me a couple tries to make it though, as I slowly got the hang of it, my winning run took 243 seconds, 5 hits and netted me a score of 260 points. First of all, I love the atmosphere you created in this game. I didn't mind the intro, I thought it did a good job of setting the scene for the game. The music was very fitting and manages to give the game a relaxed vibe that contrasts the action happening. The low ploy graphical style works very well here, I especially like the design of the character with thrusters on their boots emitting particles, very cool! The space debris models look good and more importantly are easy to identify and react to, though I will admit that some of them (the rectangular frames and long bars) turned out a bit... plain (but you probably just ran out of time). I was very thrilled by the encounter at the end and certainly felt a bit of adrenaline dodging and weaving to stay alive.
There are a couple points I would like to address however, the first being the obvious 'pop in' as obstacles are spawned, which I felt can be a bit jarring for the player (I think a simple fade in could be an easy fix for this). The second issue I had with the game is the fact that the character's movement is constrained to a certain area (which just so happens to be a subsection of the volume where all the debris spawns :) ) but the boundaries aren't explicitly demarcated. I know that this is a bit tricky since the game is set in space but this way the player has to kind of guess or know if they can still squeeze in between a piece of debris and the boundary. Maybe just an abstract guiding line would work here.
Other than the above (and those are really minor issues), I find that the game turned out great! Nicely done.