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(+2)

I should start off by saying that this is one of the best games I've played in the jam so far, and I wouldn't be writing this long of a comment if I didn't enjoy the game.

Really enjoyed playing this! The first time I tried it was late at night and I got too spooked after the first encounter with the alien to continue, but the second time I was able to make it a bit further. I thought the sound design was quite good, and the pacing and storytelling through HUD popups was tense as well. I did have some gripes though.

First, the map was way too confusing. Most of the corridors looked the same, and there wasn't a very cohesive system to room placement. I think this is best illustrated if you imagine having to actually live/work on that space ship. It would be hell trying to get from one place to another, and you would probably get lost easily. I think this could be remedied with varied corridor sizes, shapes, colors, etc; a more practical layout theme that feels realistic; and possibly a minimap or HUD indicator for where you need to go.

 Second, I think that the limited quantity and effectiveness of ammo is too much of a challenge for the player, especially with the very limited alternative options available. Perhaps there's a lot more ammo that I didn't find during my forays into the game, but it felt like as soon as I ran out of ammo, I was dead in the water. In games like Alien: Isolation with similar limited ammo systems, the games prevent the player from falling to helplessness by offering a multitude of alternatives to shooting wildly like stealth and distraction. With this, as soon as I ran out of ammo it was "game over man."

Other commenters also shared opinions that I agree with on other problems in the game.

I'll wrap up by saying that I'm only giving this much criticism because I enjoyed the game, and I think it's worthy to take time and effort to offer this amount of feedback.

Describe current LSU football situation with a movie scene ...

(+1)

Wow! Thank you for taking the time to give such thorough feedback, it's a real pleasure to read through and analyse. I'm so pleased that you liked the game! It isn't perfect, but we are really quite proud of it :)

As far as your gripes, I feel they are most definitely justified. 

The map, to start off, is certainly a labyrinth. I had hoped to signpost things better, but this ended up not getting done in time. I hadn't considered the coloured corridors idea though, which is a very good one! I had a thought on the final day (much to late to implement) whereby the player holding the spacebar would bring up an map view of the ship/floor they were on. Also, going waaaaaay back to the planning stage, the rooms were supposedly going to be rather different - a mess hall, dorms and other rooms with various functions and visual differences. This would prove, of course, optimistic. As such, the level we are left with is undeniably obtuse :/ But hey, we live and learn.

As for the ammo, we always wanted the player to feel like they were in danger of running short. The hope being to encourage greater caution and levels of terror. Though, from reading your comment just now, it may not have been clear enough during play that the alien can be evaded if you can break line of sight for long enough and stay quiet. We took a lot of inspiration from alien isolation when making this game (natually!), but never got so far as to add a noise/distraction device into the game - though looking at it now that would have been perfect...

Thanks again for your comment - it's been a highlight of my day! I'll be sure to check out your submission when I have some time :)

No problem! Again, I really enjoyed it.

I really liked seeing the similar inspiration sources between our two games. I also drew inspiration from Alien:Isolation, but ended up with a very different game. While I did gripe about your game's labyrinth-like setup, I also admire it. In my game, for example, I really struggled with adding variety and avoiding uniformity/symmetry in the levels. A lot of my designs started off as just squares, and I didn't really start expanding my polygon repertoire until around the third level. With your ship design, I actually felt like a rat in a maze. I think it really would have worked with a little more direction and some more room for player error. Without saves or checkpoints, it felt like every wrong turn was precious time/ammo wasted rather than a chance to learn the level. This also extends to the alien as well. While I really wanted to try different tactics, I knew that if I screwed up I would have to restart, which made me stick to the more tried-and-true tactic of shooting everything that moved (or crying in a corner once my ammo ran out).