Very interesting, thank you a lot for the additional feedback and answered questions, you’re being quite comprehensive and i like it!
There is indeed some overlap between our games, but i think that’s because of time constraints and the fact that we chose what the game engines do well. However, our ideas are vastly different. My reason for a space-themed main menu is because the game is set in space and you’re someone who is being tested on a remote spaceship. I didn’t get to the point of modelling the spaceship, hence the abrupt ending with the empty rooms that are just layout for more undone puzzle ideas. If you have a keen eye, the lights are slightly cold in color which indicates the cold idea of you being a test subject. Though that really doesn’t fit with the orange i put everywhere, does it!
I even planned HUD glasses to make the game more interesting. You would use them to see what everything is, there would be text and tooltips, and dragged objects would glow. However just like you, i also ran into time constraints. And i also planned gravity generators you can toggle like the lamps to better indicate you being on a spaceship with artificial gravity.
You’ve answered my questions quite comprehensively and i am very thankful for that! Will be looking deeper into the feedback as i work on this update. Adding some seams to the models will definitely make them more intuitive.
As for the invite, thanks, but i don’t think this is going to happen! My main skill is programming and i use Godot currently by writing GDScript. You used Unity and need artistic skills which i don’t yet have, at least i don’t think i’m good enough. And even if i was good enough at those, they’d still be support skills to programming, rather than main skills.