Being a jam, I think the author played smart by making a small game: both in game length (around 5 minutes) and in map size (you're in a spaceship). They also tried to add some elements as to grant immersions, i.e. the breathing, the text telling you a story and the interactions with the environment (e.g. PCs telling you that can't be turned on). They were also able to create some suspence here and there, which I appreciated.
Unfortunately the overall experience doesn't really stand out, turning the game in basically a "go from point A to B" and a risky parkour. I think the basic concepts for making a game are there, just, the author needs to work on the game experience (in general; I'd invite them to see this attempt as a closed chapter and experiment with something new). Last but not least, I wasn't sure if at the end I had glitched the game or if I had actually finished it (until the HUD popped up)
In the first point about going from point A to B I can think of quite a few games that do this sort of thing, but I get where you are coming from. There isn't anything interesting in between the points A and B, I think that's probably what sets the issue apart from other games.
I already am aware of the issues with the ending, it's a problem with either luanti or my knowledge of how to use it. I realize that was a big killer for my game and really wish I could've figureed it out before the end of the jam, but I was pretty much cooked by then end, so I couldn't push myself to keep trying to figure it out when I had already spent a day on it.
Being a jam, I think the author played smart by making a small game: both in game length (around 5 minutes) and in map size (you're in a spaceship). They also tried to add some elements as to grant immersions, i.e. the breathing, the text telling you a story and the interactions with the environment (e.g. PCs telling you that can't be turned on). They were also able to create some suspence here and there, which I appreciated.
Unfortunately the overall experience doesn't really stand out, turning the game in basically a "go from point A to B" and a risky parkour. I think the basic concepts for making a game are there, just, the author needs to work on the game experience (in general; I'd invite them to see this attempt as a closed chapter and experiment with something new). Last but not least, I wasn't sure if at the end I had glitched the game or if I had actually finished it (until the HUD popped up)
In the first point about going from point A to B I can think of quite a few games that do this sort of thing, but I get where you are coming from. There isn't anything interesting in between the points A and B, I think that's probably what sets the issue apart from other games.
I already am aware of the issues with the ending, it's a problem with either luanti or my knowledge of how to use it. I realize that was a big killer for my game and really wish I could've figureed it out before the end of the jam, but I was pretty much cooked by then end, so I couldn't push myself to keep trying to figure it out when I had already spent a day on it.