The ship's controls felt way too slippery. I frequently slid into bullets and joining with the drone would exacerbate this issue. I liked how you can't pick up things without using the drone giving the player a good incentive to split up but I didn't feel like there was a real incentive to stay merged. Even barring the control issues I never felt like I had a lack of firepower when split up with the standard weapons and the combination laser attack felt stronger when split up since you could aim it anywhere. The ammo and fuel also felt too generous to really matter.
Viewing post in Nirengeki: Double Strike jam comments
We wanted the ship's movement to feel accurate to how an object might move in the drag-less environment of space, but perhaps this was the wrong choice for this type of game. I agree that pinpoint movement would have felt snappier. Not every risk ends up being a good one! Balance issues are bound to arise with only 48 hours to jam, we chose to err on the side of "too much" ammo/fuel because it was more fun that the alternative of "too little".
If we continue development after the jam these are issues we will address. Thank you for your feedback!