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This definitely gave off Alien/s vibes. The tech language feels believeable; I don't feel like I need to understand it all to get the gist, the story isn't slowed down by it, if that makes sense? I get the sense of the PC, with an edge of melancholy, which fits the themes, I think. Options are generally clear to me. I didn't realise I was permanently saying goodbye to the settlement option; thought I'd linger around after dealing with my ship first. I liked the dialogue at the end with Ripley (I chose to stay awake on my ship); it was interesting to see how they talk to each other. I think the theme got a little lost in my playthrough. There's a part I also liked where there was a series of options in quicker succession, which worked really well to make me uneasy about what was going on. Lastly, I liked reading the logs, I think it helped to give more of a sense of the situation/world, not too complex or too broad, just focused on the ship which was the priority.

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Thanks for checking it out! I can definitely add something later on to flesh out the camp more. In all honesty, I was rushing a lot when it came to some of the endings as I was running low on time. And yeah I was a bit worried the theme got a bit lost in the walls of text, as it mainly has to do with the phenomenon happening out in space but I don't think I put in nearly as much information about it as I could/should have.