Graphics / Sensory
The backgrounds and the player sprite have good quality but the big enemies are just scaled version of the smaller ones. This provokes a strange effect.
Gameplay / Enjoyment / Execution
This game needs desesperately some quality of life features.
- I can't see the whole screen...
- You don't know how much HP you had. (I supose you can take 3 hits until you die.)
- The enemies resists your attacks so you have to step back a lot of times.
- The enemy damage hitbox is active when they explode. (This is not bad per se, but the explosion should be more exagerate to indicate that it is not safe to be there.
- The flying enemies are bugged, if they touch you they stick to the player and you're dead.
- The codes are a good idea but i don't understand why they are too long, a short version could be easier to memorize and didn't make the player to see his notes all the time. Also there could be more useful codes, like healing.
- This have been already told to you, but some times the player doesn't have enough time to copy the code. Anyways playing with a txt file open or a paper and pencil it's not comfortable. If you continue working in the game i think its a good idea to save the codes in the pause menu or something or add a memo inside the game.
- I HATE the troll doors that make you lost all your progress, yeah you can memorize them but the first time...
Metroidvania
The game feels like a metroidvania, you have to explore the ship, at first i got lost a lot, but i eventually memorize the structure.
Use of the theme
The use of the concept of time in the game is used as an obstacle, that you have to deal with it using the codes.
I hope i don't sound to negative, i really like the idea of the game but the previous points ruin a little bit the experience.