There's some really neat stuff in here.
I definitely felt like I was playing a proof of concept rather than something I could really get my teeth into, and the main reason for this was that the game didn't seem to get harder as it went on.
There was no sound, and the movement was at times a bit janky. I think a better design decision would have been to more clearer and visually "lock down" the rooms each player was in so there was a clear in-world justification for the movement restrictions. That or having some sort of risk-reward aspect where staying close together would drain each character's health until they get a chestburster or something. I really liked that that central room with 3 exits created such a frustrating bottleneck in the middle of the ship!
I really liked the messages from the Captain/whoever; they were a really nice touch and gave a sense of a bigger world outside the game. I also really love games that take something else and simplify it down to a few of its elements, so a sort of loveletter to FTL which only focusses on rushing around repairing stuff is itself a neat idea.