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There's some really neat stuff in here.

I definitely felt like I was playing a proof of concept rather than something I could really get my teeth into, and the main reason for this was that the game didn't seem to get harder as it went on.

There was no sound, and the movement was at times a bit janky. I think a better design decision would have been to more clearer and visually "lock down" the rooms each player was in so there was a clear in-world justification for the movement restrictions. That or having some sort of risk-reward aspect where staying close together would drain each character's health until they get a chestburster or something. I really liked that that central room with 3 exits created such a frustrating bottleneck in the middle of the ship!

I really liked the messages from the Captain/whoever; they were a really nice touch and gave a sense of a bigger world outside the game. I also really love games that take something else and simplify it down to a few of its elements, so a sort of loveletter to FTL which only focusses on rushing around repairing stuff is itself a neat idea. 

Thank you for the feedback Joe! I had done some music on my phone (the one time apple comes in handy) but for some reason it wouldn't let me convert the file to be sent over. But we are looking at possibly continuing this during the summer, and we've definitely taken a note of what you've said! We did discuss at the beginning of the jam about having one character needing oxygen to be in the room, and the other not to have oxygen but we weren't able to show that in time, there was other characters as well. But we focused on the games MVP mainly. Again thank you so much for the feedback!