Even just as a prototype, I'm enjoying this - thank you for letting people see progress this early, it's much appreciated.
The GoodI love the music. Seriously, I could've quite happily sat on the title screen listening to the music. The mild jukebox functionality available in the options menu is a nice touch.
Graphical style is quite consistent, even in the prototype - nothing appears massively out of place with the aesthetic. It's pleasantly retro while still being sharp and smooth enough to feel modern.
I can already see the potential for quite some depth of gameplay here, which is a HUGE plus to me. I accept that the prototype is (necessarily) very limited in content, but I can see a lot of structure already in place to build stuff on, which is positive. I like the idea of wheels-within-wheels, lots of relatively simple systems being able to interact with each other to form something emergent (e.g. operative traits affecting relationships, which can affect mission outcomes, which can affect relationships and traits, etc).
I love the news ticker. It's a nicely sardonic sense of humour you've got going there mixed in with some slightly straighter flavour text, I approve. Is the intention to eventually have news items generated and woven into the ticker based on your/other corps' actions, too (e.g. "Corp X suffers loss of Asset Y in mysterious criminal raid" type stuff)?
The BadNot a lot - it is, after all, a prototype, so most of what I would normally classify as 'bad' is simply 'early days'!
With that said:
The interface can be a little overwhelming when you're trying to navigate many items at once. Given how much data you're trying to display, it's relatively clean, but it took me a little while to realise e.g. that the objectives when planning a mission are a pick-list, not a full list. It would be nice to have a little more visual display for some items (e.g. an operative's profile might be nice to have a dossier-type presentation, rather than just the text box it is currently). I accept that that's an 'early days' item, though!
Some menu items display on three lines, while the boxes they appear in are only large enough for two, leading to overlap (e.g. a mission in progress, when you dig down to the Challenges display, sometimes displays the name of the challenge, the name of the assigned operative if there is one, and then a time counter). This might need either larger boxes or a slightly downsized font for that part of the display.
On the Intel menu, when I 'spend' my intel to uncover a corp's asset(s), it doesn't tell me on that page which corp/company they belong to - I need to dig down in the Corp menu and look through its companies to find out where they are. Not a major issue, but would be nice if it was visible on the Intel screen as well.
A more general point: the buttons in the menus are big and visible, which is good. The headings for each menu item are less visible, which may not be...I tend to reflexively see the buttons as menu headings, when they actually appear at the
bottom of their menu section. Spacing might help - at the moment, there's no space gap between menu sections (e.g. in the Corporate overview of my corp, the Operative list runs straight into the Intel section which runs straight into the Missions section, with no clear boundary between the two other than the great big buttons and some all-caps text). That might just be me, though - my eye just sees it as all one run of text with some buttons, rather than distinct sections.
Again, this is mostly just look-and-feel type stuff, which I accept is going to evolve as development goes on!
Overall, as a pre-alpha prototype, I'm impressed with what I've seen.
Keep it up!
Edit: one more 'early days' item I just spotted: I've seen a few operatives popping up with identical names (first and second). A larger name list might help make this less common, but you might want to check against existing operative names and regenerate if needed - I got confused between my two Olivia Zods!