1. What do you think of the puzzles? Too difficult or too easy?
I didn't quite understand the puzzles, which I don't know if it's user error or because of the difficulty. I think that might be cool to have alternate paths to victory in the game, to cater towards other play styles. I wonder if there's a way to incorporate a "golden path" through use of mechanics other than puzzles, like some form of minigame.
2. How did you feel about the oxygen meter? (Balanced? Too slow? Dynamic with player movement and fire?)
I think that the oxygen meter was balanced, but it was a bit frustrating when I was having difficulty with the controls, because it felt like I had just wasted half of it due to not being able to control the extinguisher. The event system works well in your game, by creating random fires every so often, which is a mechanic that fits well with the theme of your game. It might be cool to have like a portable oxygen tank spawn in a room every so often, as a way to restore some oxygen.
3. How did you feel about the fire/extinguisher? Were the fires a good enough distraction to keep you on your toes?
The fires were a good distraction, however they did not always feel fair, which was mainly due to the controls. I think if there was a reminder on the UI of what keys were what, this may help out with the fumbling and confusion when I'm trying to grab the oxygen tank. Something else that could possibly help with identification of interactables is to possibly create a highlight around the interactable when the player hovers over it.
4. What did you think of the pace/length of the game?
I think that the game feels a bit short and limited, but I will admit, I was not able to successfully solve all the puzzles. I was able to get to the launch area however relatively quickly, which made the replayability of the game suffer a bit. The length of the puzzle rooms seems fitting, but the tempo of the gameplay feels a bit monotonous, where it seems like every room is of a similar difficulty and time pressure.
5. What did you think of the level design? Was it easy to keep track of the rooms given the constraint on the door charges?
Yes, it was easy to keep track of the rooms, even with the constraint on the door charges. I think that the level has a lot of potential, and I think that each room itself is designed well, with clues and a puzzle solving station. I think that it might be advantageous to create a prefab of a room that randomly generates different puzzles, so that the game would be a bit more replayable.
6. What did you like about the game?
I think that the idea of being in a spaceship that's hurtling towards the sun is a great concept, and I think it's a good way to put simulated pressure on the player. The stakes of having to save my character from a tragic death in space is a fun theme. I also like that I have to keep an eye out for fires while I'm working on the puzzles, because the multitasking and need for situational awareness bolsters the energy of the game a bit.
7. What did you dislike about the game?
I think the part about the game that I disliked the most was that I didn't get to see outside of the ship at all. I think there is a lot of opportunity to play around with scene design, effects, and artwork, to make it feel and look like the spaceship is flying into danger. The fires simulate it to an extent, but if I'm in space, I reallllllly want to be able to look outside and watch myself hurtle towards the sun. In general, I think the mise en scene could be more more convincing of being in space and in a spaceship.
8. What could be improved or added to enhance the overall gameplay?
I think that having alternate paths to victory would be helpful, for people who get stuck on puzzles, like myself. I'm wondering if there's another way that a player could get through the doors, such as though something like a minigame. I think it would be beneficial to find ways to establish a replayable core game loop, where puzzles and rooms could be randomly generated (to an extent, even if answers are drawn from a list), so that the game will not necessarily lose its novelty after completing it.
9. What did you think of the overall feel/ambience of the game? Did the sounds and art mesh well?
I think that the feel of the game is progressing well! You all have made a lot of additions in terms of sound and art, that the game now feels like its own unique work. I thought that the intercom voice was stellar! I think this was a great way to establish the scene, provide the player with instructions, and build the scene. The notes were really cool, and definitely gave a more unique feel to the game. I am still bummed that I didn't get to see outside into space, and I feel that including that would do a ton for establishing the mise en scene, as well as creating additional psychological pressure on the player.
Great job on your second playtest, I look forward to playing your final release!