spliter 2017-07-31 23:01
I liked the FTL vibe, though the game could have used some mechanical polish. I've pretty much went from start to finish on a single run by disabling weapons, sensors and lowering AI. Additionally there seem to be very few choices the player can do. Sure the players can chose to enable and disable different systems, but there's nothing informing them on what might be the best choice (other than the sporadic change in scenery between asteroid field and the nebula). Having the players able to see the incoming threats be it on the minimap (or to keep with the atmosphere, a radar or proximity sensor) would allow players to make an actual decision whether they'll bet on activating weapons or shield or another component (the sensors could do that, so the player could decide whether to activate them and see incoming threats, or deactivate to reduce power usage), this would allow a more dynamic gameplay.
Another thing that could be improved on would be representation of values. having a huge number for power and a smaller one for energy spent per day kind of means nothing so I appreciate that you added the counters for days until power runs out and days until destination. However that doesn't solve the original issue of big numbers. All in all, the game has lots of potential, especially in mechanics, if it was more polished.