The elements combined in the game are all cool and even though it is in it's early stages, it's fun. It will certainly be a success!
Now for the negatives:
1) The minesweeper part of the game, while cool (and I love minesweeper and have always hoped more games used that mechanic), feels very detaching from the rest of the game. At first I felt like I'm playing a cool inventory management spaceship roguelite, but after a while, I'm feeling that all I'm doing is the minesweeper part, over and over and over and over again.
The minesweeper part needs to be more interesting and less tediously repetitious and luck-based. Currently most clicks I make into it are not made based on reading the minesweeper ques, but rather randomly choosing over the possible choices, because first you have to make clicks in areas where you have no knowledge of what's there, after that, it takes a few clicks to get to the phase where you can actually start reading the minesweeper ques and once you find the energy, the next energy is usually so far away that you have to continue somewhere else entirely and start this process from the beginning. This makes for a lot of random clicks and not so many calculated ones. This paired with the fact that enemies benefit from each of these moves makes it feel like I'm not really doing any strategic or tactical choises and a roll of the die will decide how the battle will end.
Some ideas to draw inspiration from:
a) The minesweeper part needs to be harder so that the player will actually have to think about it. Sweeper part difficulty can be based on the difficulty level of the enemies.
b) Smaller, individual minesweeper maps for each enemy (size, difficulty and what kind of things it contains differing based on enemy), with the enemy taking their turn after one map has been either completed or failed (this might require either setting a number of allowed moves or by including mines that you have to avoid).
c) More variety in the items inside the minesweeper part.
d) Be very careful on maps that are not 'free areas', such as currently in the game with the pre-defined rooms. They effectively block the minesweeper from playing like a minesweeper.
2) The ? events are bland. I assume they have not really been developed yet and are more like placeholder events for later developement? Take a look at games like cobalt core and lonestar to see how the 'random events' can be made impactful without them being a throw of the dice.