The idea of collecting the cargo whilst dodging space structures is cool and it's combined with some pretty nice art and color schemes. However, mechanically, it's still a little too flawed to really be enjoyable. Not to say it's bad, I still played for a fair few rounds so there's clearly compelling elements, I think there's just a couple of elements that need tweaking and then it'll really be fun. I hope this feedback can help to improve it if you continue to improve it post-jam.
Firstly, the keyboard controls are very awkward. I'm guessing the intention was to use right shift rather than left but only left worked for me so it was only really possibly to play with one hand without the controller. You could still keep this control scheme in addition to having the arrow keys + z and x as an alternative. Also, having space be start when space isn't used in any other way was a little confusing, particularly when telling me to press start.
Secondly is the core mechanics, more specifically, the boost and the shield. From what I can tell, the boost and shield use up the same power, but where the boost can maybe get you out of danger if you're lucky, the shield completely makes you invincible?! That isn't really a tough choice. The boost also wasn't fun to use, I had very little control over it and it lasts quite a while, so considering this uses up my power I really didn't ever want to use it. I think if the boost was more short, quick and snappy it might be better, perhaps if it could also break rocks or something? Though having it drain what could otherwise be a shield is still too much.
Few other random points:
Cargo seemed to randomly disappear one time in a straight and safe corridor.
*and again when I was sure there was no threat, not even a wall in sight!
Turrets blend in way too much.
Any bit with timing felt awkward to me, possibly due to the slow versatility of the boost.
That's the main points of criticism I can think of for now. I hope this helps, good luck with any future development!