This was an absolute joy to play. Enjoyed as much as I could (While trying to keep my wits about me) before escaping! So much is done right off the bat I have to say, though there is some recommendations/issues I noticed (one you might already know about) that I feel like sharing!
Recommends:
-Have a map key list of what the important icons mean, as some of the door icons can look somewhat pretty similar on the local map. (The one on your person)
-Have a journal, so any enemies that you have scanned/items picked up can tell you specifics without having to pick up/encounter again. (Can specify how much ammo/health/currency certain sprites give you as well as remind you what weapon can specialize in term of damage, and enemies just showing their health and armor values as well as anything special to note. Maybe even have the completion percent at the end page for those completionists to double check!)
-Uncapped mouse movement. While it was weird at first and I did get used to the mouse deceleration and felt pretty happy playing the rest of the game once I found a good middle ground, I feel like some might not enjoy the fact that their turning speed is hindered a tiny bit without having to max out mouse sensitivity. In my opinion, it gives it that retro feel and sells it... so take this one with a grain of salt!
Minor Issues:
Audio not emitting from proper side of headphones:
I'll be honest, most of the time me being afraid wasn't so much the enemies that were lurking in the dark, more so the fact that I couldn't quite tell where they were in the dark with audio. For the first half an hour, I was constantly looking behind myself whenever I heard enemies call out to me, because that's where I heard it. Upon messing around and locating enemies that were behind locked doors, I did some spinning in place to see if something was wrong. Sure enough, I realize that sometimes enemies can only be heard through one side for some reason, or even just behind me in general. Just very confusing on being able to locate your foes.
Missing/misaligned walls/textures:
I'm pretty sure you already know about the missing textures and(hopefully not missing) walls as you've previously stated that this is obviously a prototype! I made sure to stick to walls I could see in those areas... just in case of falling through was a thing.
Ship core movement:
If the intention is to restrict movement to only being able to walk/run forwards and backwards upon picking up the core, I honestly like the idea. Though, by running you're able to ignore the restriction and strafe as you please. Is that intentional?
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And I think that's all I got- I think I'll come back to try again on an even harder difficulty later on! The details alone are worth coming back for, and the game play of course! Cheers, and I hope to seeing this come as a full release!