Some good tension building here! I find the mazelike level designs of games like these really frustrating, especially when all the walls and doors look the same. When I died after collecting two cards, I really wasn't motivated to go hunting all over from the beginning again. In a future version, I'd be interested in either a checkpoint system or some kind of visual elements that could help in tracking things down. The golden splats leading to the armory are a great example. Maybe I just didn't "get" the map, but I didn't pick up on any kind of logic to the layout. When I was looking for Cargo room 1, I certainly didn't feel like I was getting 'warmer' when I found Cargo room 2. But all that aside, I REALLY liked the storytelling of the game. You communicated the narrative with subtlety and a lot of show-don't-tell, and that's a really underutilized way to set up a scenario. Good stuff!
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Thanks for giving it a try & for your feedback! I'm really glad that you made mention of the storytelling - having the environment reveal the situation to the player was something I was really going after on this project. The level design/layout is undeniably confusing, an unfortunate casualty of the limited development time. I had hoped to squeeze in more comprehensive signs to give a little more guidance to the player, while also still having the ship feel like a rat-run. Thanks again!