this game really impressed me by the well done tech features! many interesting techniques were tried out and applied well, including working collisions (i'm afraid of all sorts of collision detection...

), and the concept of playing inside a "closed interface", and still being able to perceive bits of the complex outside through various channels (sound/displays/radio...) also works for me. there's an intense atmosphere going on inside this vessel, really, maybe exactly because of the hidden outside... the rumbles and the ambient sounds add a lot to it too, i think...
for me, though, it was simply too hard to play. (but i'm quite a weak gamer these days..). i've only made it into the 4th level... the stearing with the two controllers was special, but i had problems playing on my darkish 17'' monitor to see properly what's going on on the subscreen. i don't know if the other displays have a real function in the higher levels, but i had problems to "multitask" there... and also to mention is that i had only enough time to follow the text log on the beginning (audio messages over the radio could have solved this very well, i thought... that would be difficult to do though...). the other big screens were mostly ignored while playing here, but maybe i did something wrong there...
what would have been cool, was to make the gameplay kind of "multi phase". read where to go on the text screen. receive new logs/insructions depending on position. drive on the map screen. stop. shoot/defend/use tools on an other screen. scan areas for items, treasures, enemies on another... so that the player really has to
switch screens/gameplay style along the way. probably that was the idea, but i had problems to play it like that... that only as honest feedback, tough...
nonetheless, really nice work! i hope you will keep up the strong dev spirit for new stuff! ...also it's kind of cool you're using D as a language =), seems to be a pretty solid way of doing games... intersting.