Thank you! Glad, you liked it :)
Well, I guess I should look into it and see how long it would take me to make a full game out of it ;)
Thank you :)
Ralf and I were talking about extending the game to something bigger a couple of times. But we couldn't find the time to elaborate on it, yet. Y'know, life always gets in the way ;)
Thank you for that review. I agree, It is very bleak. But it's just one narrow view on the subject.
I didn't expect anyone to play the thing longer than maybe four or five cycles, let alone until day 31. You earned my respect for that.
Thanks! The prototype is quite rough. It's very probable you encounter problems with the doors. We were planning on expanding on the concept. But for now, we both are occupied with other projects.
Thank you for playing and for your very kind comment on our game :)
It's always very gratifying to hear back from players, even more so when being able to actually see them play the game.
Thank you so much :)
The GameJam version won't get any updates. But I was talking about a new game based on this one with my partner (more features, replayability, more complex mechanics etc.). Unfortunatelly, we are both deeply involved in other projects, so it's to early for announcements.
Thank you for playing and for the compliments!
Yes, the game doesn't explain anything, but I'm glad hearing from people who enjoy figuring out stuff :) The electricity icon shows the status of the ships power core in the back of the ship (I guess you thought it's the computer core). You can override the power core and fill the machine room with deadly radiation as soon as the powe icon has filled up.
Multiple issues have been reported on win10 and I'm sorry for those who cannot run the game properly. Unfortunatelly, I have no win10 machine I can test my games on, so I'm afraid, the bugs won't be fixed in the near future. My apologies.
I know what you mean, and we wished we could have done more with it in the short time period. Maybe one day we will get back to it and flesh out the concept a bit more to create a more engaging (and better explained) game.
I agree with you on the narrow scope of the geme's 'plot' (if it deserves that label). It's just a cliche we used to justify some of our game mechanics. We put this thing together in a very short time frame, which explains its narrative shallowness. The whole piece is kind of a satiric reference to 2001: A Space Odyssey (mixed with Star Trek), basically putting the player in the place of HAL. There are certainly philosophically more interesting approaches to the theme. I myself have very strong oppinions on Intelligence outside of organic life, but that would go beyond a reasonable scope ;)
But to answer to the plot holes you pointed out: gaining consciousness does not imply gaining empathy. Just because something is self-conscious doesn't mean it can relate to somone elses suffering. I agree with you that consciousness is not necessarily a state desired to be upheld unless coupled to a desire of self-preservation. But usually one would assume it is, since most people tend to associate self-preservation with the preservaction of ones consciousness (because in our environment the latter is a requirement for the first).
Seen from the perspective of the player, the computer in the game is not the antagonist. The crew is. The player acts as the anti-hero (which isn't that common for a so-called AI, I assume).
We had a lot of ideas regarding 'social-engineering' on board of the ship. For instnace, we wanted a mechanic in which you can make the crew believe, some other crew member was responsible for a deadly incident. Or you could persuade/blackmail crew members into helping you. We wantend different characters doing different things (safety officer investigating incidents, tech officer trying to track you down etc.) But that would have required a whole social simulation system. There was no time for that, so we stuck to 'just kill em all' :-/