Thanks for the feedback!! We caught most of those bugs a bit later in development and just ended up prioritizing the other major bug fixes... Like the collectables having Realtime in-game value and eventually getting to the end of each game loop, broken tiles and implementation on the collectables and as you've pointed out, the fight sequence had a bit more back and forth to it. The whole point of the game was to get enough yellow crystals for ship's hyperdrive to be at 100% so the player could access it! The Ship isn't the final design, no UI for it and there are tons of animations we'd planned on adding to the fight. Hoping to get back to updating it after the Jam, there's tons of ideas we left at the chopping block!