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I really like the core idea here. The concept of directing Ripley indirectly while managing sound and power is strong and has a lot of potential for a tense stealth experience.

Right now the main issue is clarity and flow.

Visually, it’s hard to quickly distinguish between the player and threats, especially with the fog of war and low contrast. That makes it difficult to read situations at a glance, which is critical in a stealth game.

From a gameplay perspective, the control system feels less intentional than it should. Since the player is issuing commands instead of directly moving, the feedback needs to feel very clear and responsive. At the moment it can feel more clunky than strategic.

The biggest friction point is onboarding. There is a lot of information presented upfront, which makes it overwhelming, especially for players who prefer to learn by doing. Introducing mechanics gradually through play would likely improve engagement.

I think with more time spent on visual clarity, stronger feedback for sound interactions, and a more guided early experience, this could become a really compelling stealth survival game.

(+1)

Thank you for playing and thank you for your feedback. The onboarding is, as you say, a problem. Hopefully the added tutorial mission will solve that.