What an awesome little adventure game! I guess I was only halfway surprised to find that your game would involve shooting aliens with a laser gun :)
In any case, here's a more in depth review:
- First the game felt really polished. There was 0 bug, everything felt really well finished and complete, even if content wise it took me about 10 minutes to beat. The animations, dialogs, cutscenes just felt really well orchestrated. I'm assuming that somehow within the 2 weeks timeframe you were able to buffer in some time for polish. That made a huge difference. Also some nice quality of life bonuses like pathfinding around the ship made it almost feel like you had too much time :)
- The graphics were actually quite detailed, there was a lot of attention in the small details (foreground, color palette, pixel art shadows etc) and everything felt really comprehensive overall and contributed to building a sense of fear towards the creature you can only hear scream, which in retrospect, created more tension than when it became visible.
- The puzzles felt fairly basic, but this may be due to having played a lot of point and click games. I never had to think about what to do next. In hindsight, that may be a good thing for players who are just looking for a good storytelling. One thing that felt a bit backwards is that the character ends up collecting the shielding before seeing that there is a breach - aka finding the solution before finding the problem.
- Story/character wise, I really enjoyed Travis and was able to relate to his way of interacting with the world. Floyd was a great touch of humor and provided a great balance between the gory setting and a more lightweight gameplay.
- The sfx and voice acting were top notch and really added to the gameplay. I'm actually quite curious from the technical side about how you introduced all those dialog lines into your game (did you have separate wav/ogg files/events for each dialog line? how did you load them into the game? if not, how were you able to sync the mouth action to the length of each audio queue? that's an area I struggled with in the jam)
You mentioned in your readme that you had built an engine in unity for P&C adventure games. I'm curious how much you had to bend your game in order to fit the technical limitations of your engine vs enhancing the engine to adapt for the game you wanted to create.
Overall, a really fun and memorable little game! (I'll definitely remember to bring that welder next time I personally travel in space!)
Cheers