Thank you!
Was really happy with how the ending came out, despite it being a bit of a rush job and being quite buggy to start with.
Really nice use of lighting and interior design principles.
Trying to re-create the Superliminal perspective resizing mechanic for a jam game is pretty ambitious. So it being a bit buggy is to be expected, but overall I'm impressed with what you pulled off.
The loud sound jumpscare at the end was a bit of a cheap shot at your players.
Actually didn't notice the "i" button.
I've got the instructions now, but the only game mode that I'm able to beat is the Idol builder one.
Issue I'm having with the translator minigame, is that even though I can figure out what letter I need, It takes a long time for me to find it on the "keyboard". The layout is very unfamiliar to me and I spend more time looking for the right letter than I do translating the word.
With the food offering minigame, I simply forget what each of the sounds are supposed to mean when playing, and I have to quit out to see the information once again.
I hope this feedback helps. I really do like the art and general vibe of this game.
Can tell a lot of work went into this.
Nice little story in here, was starting to wonder how this was a cosmic horror game, until the end.
Really love the sled/snowboard mechanic, really fun to play around with, kinda wish it was the focus of the game, rather than just an extra movement mechanic.
Mouse sensitivity is a little high but other than that I really enjoyed this.
One of those Jam games I'm gonna be keeping on my Desktop for a while. Great atmosphere and solid gameplay. Love the little audio cues you get when close to an object or monster. Really shows off what can be achieved in In a short space of time by a good developer.
Only feedback I can really give is that It would be nice if objects you'd already salvaged could change colour on the radar screen, as I would sometimes accidentally pickup one's I'd already looted
Very cool for your first game jam.
Had a little trouble due to the cursor not being locked to the screen and me having multiple monitors meant I kept clicking of the game.
You can use cursor lock mode to keep that from happening in your games https://docs.unity3d.com/ScriptReference/CursorLockMode.html
Dusted off my VR headset and tried this out.
The mech is really cool, climbing works well and it's a great feeling sitting up high in that cockpit.
I did have a few issues such as falling out through the front window and that my head clipped through the top of the mech if I was standing up.
Hopefully you keep working on this as we need more cool VR games.
Thank you.
Iron Lung actually inspired me on how I implemented my cockpit.
The cockpit itself is actually outside of the map, and the player is just controlling a camera attached to a collision box.
Meant I didn't have to worry about things clipping through the mech and into the cockpit or the movement of the mech causing issues with the camera controls.
Had a weird bug while playing. Actually got stuck outside of the map and couldn't hit anything or be hit. so just kind of floated off into the void.

The music and sound effects are still really good though and the graphics might be simple, but it fits with that early Starfox look.
Like you said yourself, looks like you just needed more time.
Thank You.
Since I'd been planning to set my game in space, I started looking at what kind of protection is best against cosmic radiation. Turns out the best method is to surround the crew with water tanks.
These of course take up a lot of space, so the idea for my mech was that it would have a very cramped cockpit with no external windows due to this.
I felt like calling it a "Casket" mech would make sense given the sealed in enclosed space that it is.