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(2 edits) (+1)

Hi Mirko,
Thank you very much for the detailed feedback, for playing, and for persevering through the frustration!

So you've essentially spotted that I failed(ran out of time) on one of my original design goals, so you're completely right.
The goal was that you would die a few times figuring out how to get each of the sub-systems to be correct. 
However there's nothing feedback to you that you got a sub-system working in the game I released.

Almost immediately after the Jam ended I added these lights(they also make sounds when they turn on) under the launch button that turn on when a system is complete.

So now the loop is more like:
1) Figure out how to activate each system
2) Realise that you can't do them in any order (there was meant to be more timing elements like the fuel, in this version as long as you start with fuel you're good).



3) Apply your learned knowledge of each system as well as how long they all take to get the ship going before it explodes.

Glad you got an ending. I wonder if you got the 'I wonder if they know I'm out here...' or the 'you were picked up and returned safely' ending.

(+1)

When you have an idea for a video game and you create a prototype or you publish a polished version of the game, the only way to know which things work and which don't... is to have as many people as possible try it out and wait for their feedback. I wouldn't say you failed because it's part of the process. In fact, immediately after the end of the game jam, you modified your project. Even without feedback, you realized something was off. That's good. 

You do something you think is clear, but then people will give you all different kinds of feedback. You correct the project, and you continue like this until you are satisfied with the result. Or until you have time to do it. 

Btw, the ending I got was the first one you mentioned.