Awesome game, very atmospheric and polished. Love everything about the art, music and the font used!
To echo the previous comments, the tutorial dialog definitely needs a complete next line rather than a total skip for the beginning dialog as its basically a muscle memory for me (and I assume others) to do that on dialog boxes so I missed a few things.
Just few suggestions:
It was a bit hard to tell I was moving in the ship at the very beginning, confusion increased by accidently skipping relevant tutorial text (I actually think the speed of the ship is a good pace, it feels like you are travelling). A zoom out when you are piloting it might be cool, it possibly feels a bit too zoomed in.
Death 1:
On my first run, the first enemy I found was one of the "4 hp" cubes and it killed me, Not necessarily an issue as its fun to learn, but some notes on death 1:
1) I wasn't sure what my HP was
2) It looked like I did no damage to it after a short channel, and then THOUGHT it required directional damage onto the squares to turn them off, which my 2nd run taught me it doesn't.
3) I tried to run past it into a long dead end corridor
Death 2:
I got past a space combat, entered the derilict spaceship a different more scenic way, killed a small cube and a big cube and then got to a fancy floating quest objective, where the narrator started talking to me about how I'd reached the energy source. As I was drifting around reading the narrator, the mysterious energy source oneshot me XD
I was going to suggest checkpoints but I see its actually a roguelike from the description.
Did you consider having this a roguelite instead with some kind of checkpoints? I think its a bit of a clash between it being pretty calm and exploratory with permadeath.. but it could just be a skill issue.
I think having to go from the very start again with the ship control / tutorial feels annoying, but I guess it depends how often the player dies.