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1.) A bit frustrated at the randomness.

2.) I played twice, and both times got the "Cadet" rating, which, based on the description, I assume isn't good.  The issue is, I didn't feel like that was my fault.  The first time around, the game refused to give me the ship steering event, which it seems like you need to get in order to steer the ship.  I ended up sitting there, all events done, waiting for it to give me the ability to not die.  The second time it was generous with the ship steering events, but I ran out of fuel and only got one invasion, therefore being unable to steer the ship more.  I have no idea how you're supposed to get further than 5 days except hope for better RNG.  Therefore, I'd rate the game about a 3/10 on difficulty for the things I felt I had agency over, and a 10/10 on the things that I didn't.

3.) The enemies feel pretty week.  I think their health is good, because most invasions required almost all of my ammo to deal with, but they really don't do much to you.  Even taking bullets to the face it only took 1 or 2 health pickups to get back to full, something they basically always dropped.

4.) Unless I'm missing something about the game then yes, I felt like I was informed on what I had to do.

5.) It's a bit weird to pick up the space crystals from enemies since you need to have your body over the top of it.  When I first went to pick one up I expected it to be the feet that needed to overlap since you have a 3/4 perspective going on.  I also never got to 10 crystals, even though I completed every invasion event I got.

6.) I kinda hate to say it but I didn't really have that much fun.  It seems like the game you guys are going for is a hectic, juggle many things at once sort of game, but I felt like I was waiting for the next event more often than not.  The worst event was the "everything seems calm on the ship" event, since at least I got to do something during the other events.

7.) If I am missing something critical about how to succeed in the game, I'd try and make it more obvious to the player.  If not, I'd amp up the frequency of events.  I think the player should usually fail because they are overwhelmed, not because they were unable to steer the ship or gather fuel to do so.  When I fail, I want to feel like it's my fault, and that there's something I can do better.  If my perception of the game is that the only thing that could be better was my luck, then I don't really feel like I want to play it again.