ABANDON SHIP by attrition

Save your crew by picking them up and dropping them at the escape pod! Then hop in one yourself.

Controls
WASD/Arrow Keys: Move
Spacebar: Pickup crew, drop crew into escape pod, use escape pod
R: Reset level, in case you came across a dead end
M: Toggle music off/on
| HTML5 (web) | https://astudyinpixels.itch.io/abandon-ship |
| Windows | https://astudyinpixels.itch.io/abandon-ship |
| macOS | https://astudyinpixels.itch.io/abandon-ship |
| Other (web) | |
| Original URL | https://ldjam.com/events/ludum-dare/39/abandon-ship |
Ratings
| Overall | 194th | 3.542⭐ | 26🧑⚖️ |
| Fun | 126th | 3.583⭐ | 26🧑⚖️ |
| Innovation | 204th | 3.375⭐ | 26🧑⚖️ |
| Theme | 613th | 2.625⭐ | 26🧑⚖️ |
| Graphics | 258th | 3.458⭐ | 26🧑⚖️ |
| Audio | 169th | 3.304⭐ | 25🧑⚖️ |
| Humor | 386th | 2.091⭐ | 24🧑⚖️ |
| Mood | 113th | 3.5⭐ | 26🧑⚖️ |
| Given | 35🗳️ | 11🗨️ |
+++ The sound and visual effects for the fire were well done and fit with the overall retro theme of the game. I killed my character once just to see the death animation.
+++ Deciding which crew members to prioritize (including myself) was exciting. I learned the hard way the the crew members closest to me at the start were the safest.
++ The depiction of a spaceship in peril was brilliantly done.
++ The music had a sense of foreboding to it. I heard a murmur that sounded like 'rrrr'. Or something like that.
-- The hit box for the player slowed my movement sometimes because I collided with the wall when I thought I wasn't supposed to.
-- I would have loved to be able to drop crew mates anywhere so I could organize my rescue efforts better.
Thanks for the great game.
If you were to spend another 2 hours on this, I'd suggest adding crew bios to get the player more invested in each individual crew member and add to the atmosphere. Everyone who dies, you'd know if they had a family or not. :-)
I felt so bad killing the crew at first, then I just remembered to reset before they died :D
Good job!
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Nitpicking out of the way this is quite impressive for a compo. Music and sound effects were adequate, art was consistent, and the difficulty curve of the puzzles felt perfect. If I were to pick one feature to add it would be to start each level paused and zoomed out so the player can assess the situation before beginning. This way the player wouldn't have to look around and then restart once they have the layout of the fires and people.
Now that I think about it a different take on the same idea might work. A top-down view where you control the doors and multiple squads of emergency personel. You can vent the rooms to fight fires, but the air recyclers don't work no more so it is a risky move. The electric systems controlling the doors and other systems of the ship can break down at which point you can command some of your personel to hack fix the borked parts, but that means that they aren't taking part in resquing people.
Good work, dismiss my ramblings.
I really hoped to be able to drop a crewmember without taking them into the escape pod, but I understand this would require tuning the puzzles to a completely different form :D I just often found myself "Ahhhh, that's the one I should've picked up instead of this" :D
Cheers for the game!