Rescue_Mission by Bibilega
You're the pilot of the rescue spaceship. You need to save as much people as possible and get them to safety. But it's not an easy mission - even being rescued, people still can get stressed very easily, and you have no idea how a random person relieve their stress - by destroying the ship equipment or killing everyone around them. And the more people you rescue, the harder it gets to manage your team and resourses.

Jump to the space station to get resourses. Jump to the planets to get passengers (they appear in the gateway). To get to the destination you need to spend fuel (1 day of flight takes 1 fuel). To keep passengers alive during flight you have to feed them (1 food/day per passenger) and let them breath (1 oxygen/day per passenger).

By clicking on the room you can see the passenger list and info on each passenger. Manage passengers between rooms to get them to work or rest, keeping in mind their attitude to other people and to jobs they can have.
Green color marks less-stress options (rooms to work or person type to be around) for each passenger. Red colored options make passeneger get stressed much more fast.
Sociopaths get more stress from people in the same room with them.
When passenger stress hits 100, there's a possibility they meet the crisis: maniacs kill every person in they same room as them, suicidal person kills themselves (and raises stress for everyone else) and sabouter breaks the equipment (it will reduce room effectiveness for the next flight).

Spaceship rooms are: Orangery: +2 food/day per each passenger, working here.
Oxygen: +2 oxygen/day per each passenger, working here.
Warehouse: +5 food and + 5 fuel capacity per each passenger, working here.
Engine: -1 day for spaceship speed per each passenger, working here. (you will spend less resourses)
Messdeck: -10 stress per day for each passenger, resting here.
Gateway: +5 stress per day for each passenger, waiting here.
Ratings
| Given | 4🗳️ | 0🗨️ |
I like the simple artstyle you went with here. The UI is polished and looks great for this sort of game. As I said, this game can become a challenge very quickly, which was nice.
Critiques/suggestions: I didn't understand all the attributes that the passengers could have, like what 'room attitude' meant (do they like the green rooms more?). Also, I wasn't sure if things like 'sociopath' etc mattered when placing the characters, but these details cluttered up the screen a bit. I also wasn't really sure as to why you would place people in some of the rooms. Like the engine room, or passage, just give you negative things. I thought there would be limits as to how many people fit into one room, but there weren't (maybe a suggestion for the future?). One last thing which isn't really relevant, but I think I encountered a gamebreaking bug which caused the spaceship to fly of, followed by the game crashing.
I did really enjoy this game! It's good and it has potential. As I said, it might be more of a challenge when there were limits on rooms and such, but you did a very good job overall!
I think my game description turned out a bit scrambled and some features I even forgot to mention, so it's a little confusing at some points, I'll fix it later.
First of all - yes, we agree with you, room occupation limit is needed, and it was in the game since the beginning, but we couldn't make it work properly, so we removed it temporarily :) And that's why we have the waiting room (the Gateway) - you don't want to leave people here but you'll have to at some point :)
As for the engine room, it reduces your travel time when people work here, so it's good - you'll spend less fuel and food for each jump :)
Room attitude and Person attitude mean person will get more stress from working in red rooms and from being surrounded by red people (if that sounds sane :D)
As for sociopaths - they get more stress from people in the same room with them :)
We'll try to make it work properly soon and we'll add new features :)
Overall feeling is great! Floating in the space with no particular reason, trying to please everyone in the crew - what can be better? :smile:
On flight 15 most of my people died and it didn't say why. I wish that it would have a description of an event whenever someone went critical. I also felt like I was keeping an eye on their stress and was surprised when everyone died. Maybe it's that I couldn't watch the days pass to see the condition that was going to kill everyone build up.
A small thing, I wish you had picked a different fruit to grow on your ship. The word Orange and the word Oxygen, while quickly scanning text look enough alike to make me need to look twice. A Peachery or a Kumquatery would be easier to pick up quickly.
I really like the art and I love games about space crews. I enjoyed it overall.
We're gonna polish the game and add other features in the future :)
about the bug: you have enough resourses for the flight and no one is stressed, and people still die? we'll try to look into it.
That said, some balancing is indeed necessary to make it an actual game. I believe I have now reached a point (with about 50 passengers) where losing has become almost impossible. Refilling your ressources at the station comes pretty much for free, and conflicting personalities can be disregarded since you can stuff everyone in the messdeck for a quick relaxation session. As you said, room size limits are a well-needed part of the mechanics.
Other features I would love to see added in are a full list of passengers, with clickable links to their respective rooms, as well as a (probably optional) time limit between turns for some more tension during decision-making.
Anyway, I'm looking forward to seeing this turn into a more fleshed out project.