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It is very flattering that someone who made this game liked my game, because this is way-too-good for a month-long project. Fairly lengthy review incoming:

I was so impressed with the art, the sound, the atmosphere, and the immersion. Locking the player into the cockpit was super smart and it allowed you to put so much detail in such a small space. I loved that you could interact with the buttons even when they weren't ready to be touched. While I'll agree with the other comments saying the game isn't very intuitive, that is easily solved with a tutorial mission that eases the player into the systems (of which there are a staggering amount -- very impressive that you did this in such short a time). The design is so good, though, that I was able to figure it out with visual clues such as the buttons lighting up and the prompts on the screen. It kind of just felt like this was a later level in a game that I wasn't prepared for, not bad design like people are suggesting.

The battles are very tense and exciting despite it just staring at a screen with numbers and meters. When you take a hit and your ship shakes and sparks fly, you FEEL like you get hit. Extremely smart to do it this way, because that obviously takes way less time and resources than an entire visual space battle, but still gives a similar effect.

Two main criticisms (besides the lack of intuitiveness, which is easily rectified): I think the battles would do well with an "attack now" button. Often, I found myself setting my sliders within a fraction of a second and then had to wait 10-20 seconds until the turns happened. It was kind of boring. If there IS an attack now button that I missed (which is entirely possible, I'll admit), that would, again, be resolved with a tutorial or better highlighting/feedback.

The other is the hunting/gathering. Again, I will preface this with it being probably me being unaware of what to do despite everything being there, but I had no idea what to do while my party was on the planet. Clearly I was meant to do SOMETHING, but what ended up happening was I just sat there hitting random buttons hoping to help them and nothing happened. They finished and there was no feedback as to what they found or did. I thought I had to hit coordinates? Maybe? Again, tutorial!

Again, brilliant game, amazing job, and you should be banned from any and all future game jams in hopes for anyone else to have a prayer to get noticed (kidding!). I would be very interested to see what you come up with next.

Thanks for the detailed feedback yousayrandy, we really appreciate it! Critical feedback will help us improve this game a lot and bring up all the weak points so I'm really glad you took the time to leave thoughtful feedback.

- There actually is an attack now button, it's right on top of the sliders. It's the big red button that says Fire. Unfortunately, we never explained this to the player. I decided to add that button just a couple of days before the deadline because I was having the same issue as you. I had gotten so good at the game that I was setting my sliders in 4-5 seconds and then just having to wait. Because that button came so late in development, we forgot to explain what it does at all :( But then again we did a poor job teaching any of the mechanics so that's an area we have to improve in.

- For hunting, not sure how far you got so I'll explain the whole loop. When you reach a planet, first you do a planet scan to reveal the resources on the planet, then you do a hunting scan to find where the animals are. This step will prompt you to use the radar, and you use the WAD keyboard keys to turn to the right and face the right console which has the radar. The start button will glow green so you press that to start hunting. The radar will show 3 animals on screen, a bunny (small yield), a deer (medium yield) and a bear (high yield). The smaller the animal the easier it is to catch. This is signified by the fact that they have smaller number for you to memorize and type in. You use the number pad right below the radar to type the number and then press the enter button on the pad. The in-game explanation for this mechanic is that you stay on the ship and use the radar to locate these animals, and then send the coordinates to the crew so they can catch them on the ground. There is a timer on the radar that goes down pretty quickly, it only refills as you catch more animals. Catching bigger animals gives you more time but it's harder so there's a risk-reward tradeoff there. Again, none of this was taught to the player and the only way to know how to do any of this would have been to press H once you selected hunting (but even then, a wall of text isn't the ideal way to teach mechanics to the player). Once you finish an activity, the tall screen on the front side to the right of the big screen tells you what the results of that activity were. So whenever I finish hunting, I look there to see how much biomass I collected and whether any crew members got injured in the hunt.

Thanks for taking the time to play! Hope you revisit the game in the future, we will work hard to make sure it's very beginner friendly and teaches the player all the mechanics and controls in an intuitive way. This was only the second game I've ever made in my life, and for both Cigfer and I this was the first game we made from scratch all the way to completion (design, planning, etc). We are both learning as we go and hope to improve over time :)