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(+1)

I think that without a minimap or a simple map screen/menu, it’s difficult to figure out where to go, especially since the ship is so big and the player HAS to wander aimlessly to figure out the layout for themselves. Maybe signposting could work instead of a map like having actual signs on the floor indicating where the rooms are.

The lack of a health bar made each encounter pretty uncomfortable as it forced me to always play it safe as if my character was about to die. And when I did die, it felt like it came out of nowhere since there aren’t hit reactions either.

I think the enemies should move slower than the player because its very easy for your playthrough to end by making a single mistake. I positioned in the middle of a corridor during the uplink timer section to give myself enough space to shoot left and right. Then I accidentally right clicked and walked too close to the next hall intersection and the enemies were impossible to shoot in time as they instantly rounded the 90 degree corner and swarmed me. If they moved slower than the player you would always have the ability to run back away and make enough room to safely shoot enemies.

Solid entry though. Balancing a jam game and getting all the details right is always impossible, and what you delivered has a lot of potential with some tweaks

Thank you so much for trying this out! Yea, most of your concerns have been addressed already in the next version of the game, but it's coming out only after the jam ends. :)

But the next version so far includes snappier movement (increased player characters' acceleration significantly), faster movement (a little faster, now faster than the slower drones - you can run from end to end of the station in some 30 seconds or so), and finally so that the rest of the player squad moves out of commanding character's way. No more traffic jams!! All of these changes together made a HUGE improvement to the gamefeel. Wish I had all this super valuable feedback before the jam. ;D

Final addition is a toggleable map view! Now it's easier to see where the next objective markers are on the map in this ortographic map view. You can also play in the map view as it only moves the camera. Downside of mapview is that aiming and such is a lot harder, but atm player is so overpowered that it hardly matters yet. ;) Fixes coming tho, in time.

Attached is a screenshot sneakpeek from the mapview. :)