I like the idea you're going for with engineers fixing what the player breaks. The pixel art and animations were pretty good, too. I think the gameplay of sabotaging can be a little more interactive, though. The engineers also didn't feel like they were a noticeable threat.
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How does the game fit the theme?
On the line of nothing can go wrong, we took it more as a 'nothing can go wrong in this facility', a high stakes facility like a submarine shouldn't have anything go wrong
What code and assets did you not make from scratch during the jam (if any)?
None
How many people worked on the game?2
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