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Last O2's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Story | #203 | 1.667 | 2.500 |
| Mechanics | #209 | 1.833 | 2.750 |
| Sound | #228 | 1.500 | 2.250 |
| Aesthetics | #235 | 1.833 | 2.750 |
| Music | #236 | 1.333 | 2.000 |
| Fun | #240 | 1.333 | 2.000 |
| Overall | #254 | 1.333 | 2.000 |
| Theme | #259 | 1.167 | 1.750 |
Ranked from 4 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How many people worked on this game in total?
1
Did you use any existing assets? If so, list them below.
Audio Assets - PHawkey, EasyBreathingComponent, Realistic Particle VFX, Fire VFX, Horror Props by Burgom Maksiv
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Comments
Hi, I like the overall atmosphere and theme of the game in general. I think being stranded on a ship and your running out of oxygen is an interesting concept. I did, however, run into a good bit of bugs whilst playing this that kinda took me out of the experience and lowered the overall enjoyment level of the experience for me. The biggest one that I see other people have ran into is that the lights seem to have become attached to my player's back. That can make it rather difficult to navigate in darker spaces and to pinpoint what exactly one is looking at.
Another bug I came across that seemed to keep me from progress any further was when I picked the third tool, which I didn't really get to see what the name was as the text disappeared too fast on me after picking it up, but I was standing near the one green pillar and doing the data transfer thing and the green bar filled up completely and it said it was complete, but after that nothing happened...
I think another area that is a little lacking that would add a lot more depth is just music or ambiance in general, other than the heavy breathing of the character and the slight bit you have at the start. I feel this would add a lot more to the overall feel of dread for the player.
Overall, though, a decent job with what you got done, just a few bug fixes and maybe the implementation of some more SFX, and you'd have something really good in my own opinion.
The vibe was very dark and creepy. Good atmosphere. I got all the way through the android keycard area to the explosion.
I spent a lot of time turning around to use the lights on my back to illuminate what was up ahead because it was so dark. Maybe that was intentional? A lot of walking to solve these puzzles. I think they could have been closer together. I'm not sure if falling through the floor forever after the explosion was intended to be the ending, but it was my ending. The game soft-locked, and I wasn't going to spend a bunch more time walking through the whole game again to see if there was another ending.
The game has a lot of potential.
The atmosphere is great, but the game needs lots of polish as currently I'm sorry but it feels like a walking simulator.Also, maybe I couldn't find my way but I got stuck on where we get the Android Storage Keycard and need data after that, I couldn't get the data because the door I opened on the first terminal got closed.
Hey,
Thanks for taking the time to give it a go. I appreciate your feedback!
I had a few more 'juicy' elements planned for the mechanics and visuals, but didn't quite hit all the features on my list. Originally, the plan was to have the player model with built-in lights on their suit that change when you equip tools.
Thanks for the feedback regarding some of the issues with the puzzle elements. Once you have the Android keycard, you should be able to access a new area with a different data terminal.
Once you make it to the one-way corridor, the following door requires the blowtorch to open. Sounds like there is a bit of a bug with some of the doors, so I'll look into that!
I agree there is a need for some more urgency and tension to break the 'walking simulator' vibes. I was trying to build from a slow start to a frantic finish, but it looks like I need to refine a few things to make it more engaging from the start.
I will take some time to clean up the player paths and make things a bit juicier.Thanks for playing.
Look forward to checking out your entry.
It's okay to not do all features on time because 10 days is a short time.
Take your time and I'm sure you'll make it. I'd be interested to check it out once it's a polished game, because I like the space-survival concept.
Great work nonetheless! 😊
Maybe just me , but I can't run this. Windows x64, I get a fatal error when I try to run it.
Hi,
Thanks for letting me know.
I uploaded a more recent build.
Hopefully, that fixes the crash error!
Thanks, it runs now, but I still can't get far. Suggest you make the text stay a little longer. Found the blowtorch and got through the door. Picked up the green tool, but have no idea what it is so don't know how or where to use it. The text went so fast I couldn't read it. Tried switching between 2 and 3 multiple times, but it just goes so fast I don't know what the tool is. Maybe a if a number showed your inventory?
Edit: After playing longer it asked me for the multitool, so I figured out that was what it was. I definitely like this one. Will definitely come back to this after the jam to play to the end.
Hey, I'm glad it's working now!
I had a few UI elements and QOL features planned, including some more robust UI icons, a helper screen/tutorial prompts and holographic displays that indicate which tool to use on what item.
Hopefully, with a few small tweaks, I can remedy the major pain points.
Thank you for giving it another try and for the constructive feedback.
Much appreciated.
I look forward to trying out your entry soon!