Game launched in SteamVR and I was able to play most of it - I did encounter a few issues that in combination made it impossible to finish (soft-block)
1) Limited energy resource spawn - if you place one turret too many you can't afford to place one in the lift room. Monsters in that room don't drop energy (or at least didn't for me).
2) While dragging enemies from lift area back to my turrets, they would revert to side-walking at random (losing agro) and then blocked the hallway.
With no way of killing them or recharging energy it was a dead end.
Overall, for me this met all of the jam requirements, and seemed fairly cohesive/polished (especially VO/Audio) but felt sterile and slow in gameplay. Sterile is a hallmark of space/scifi and is something even AAA studios struggle with though.
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Thanks for your comments Dread!
Yes you're right the monsters' AI really need's better tweaking as does the energy resources.
There never seems to be enough time in a game jam for bug fixes and gameplay balancing no matter how long it is! :D
We'd actually implemented a full navmesh navigation system but that never actually made it in to the AI because we ran out of time to balance it.
I know what you mean we had plans for more environmental items to make it less sterile, such as ipad style voice diaries from various crewmembers, but unfortunately that was left on the cutting room floor so we could concentrate on getting it finished on time (and we still found a 11th hour critical bug!)
Edit: the monsters drop energy based on a weighted loot drop system so next time you played they may well have dropped some energy