Maintenance Bot 46 by Gurglesprain
You are a maintenance bot aboard a ship in combat, and have one task - keep your crew alive and breathing. You must fix breaches in the ship so that the oxygen levels don't become dangerously low. You can close bulkhead doors to cut off areas of the ship to stem the loss of oxygen.
The crew will die if the average oxygen level drops below 35%.
Controls: WASD to move Hold shift to boost Space to interact with buttons and breaches
CHANGE LOG: I re-uploaded a build a few minutes after deadline with a parameter change to speed the game up (as it was painfully slow before).
(Heavily inspired by FTL :))

Warning! There are bugs with the oxygen spread that I didn't have time to resolve :(.
Ratings
| Overall | 799th | 3.109⭐ | 25🧑⚖️ |
| Fun | 950th | 2.652⭐ | 25🧑⚖️ |
| Innovation | 723th | 3.042⭐ | 26🧑⚖️ |
| Theme | 650th | 3.543⭐ | 25🧑⚖️ |
| Graphics | 474th | 3.521⭐ | 26🧑⚖️ |
| Mood | 828th | 2.786⭐ | 23🧑⚖️ |
| Given | 27🗳️ | 23🗨️ |
Oh yes! I felt the FTL vibes right from the screenshot. Good job!
Nice concept, but a bit repetitve.
Maybe make ship smaller, and make the game faster?
Sometimes If the breach is close to the button you keeps opening and closing the door. Even if you are not directly touching the button (i.e. button gets trigerred up to 2 cells away, or around the corner.)
Adding more things to do would make it really better.
Keep up the good work!
The art style is good, but maybe some sound and music would greatly improve the atmosphere :)
Anyway, good base for something, keep it up! :)
Having crew members was part of my original concept, so you could bring them tools etc. and had to keep them alive - that would give extra incentive not to let oxygen vent completely from certain areas.
A minimap is definitely a great suggestion, you could hack something in pretty quickly too - will have that in mind for whatever I make next.
It wasn’t absolutely clear to me what closing the doors was for - if they cut off oxygen loss, why isn’t it optimal to just seal them all off asap?
Some suggestions on how to make the game more engaging:
-You could have multiple (perhaps programmatically generated) levels that increase in size and difficulty, and say that the robot keeps getting assigned to new stations
-You could introduce new mechanics, like toolkits of various types for various issues, and only being able to carry one at a time
This is one of the tightest games I've played so far. Almost nothing feels clunky, unnecessary, or untethered to the theme. The visual style is simple and really telegraphs where players should be spending their time. The controls feel natural. The progress gauge does exactly what it needs to do. And while I would've loved some sound, I really appreciate that the focus was on gameplay first and aesthetics later.
The only thing that didn't feel quite there - and I think other folks mention it in some way or another - is the bot's speed. I found myself holding shift constantly, and I wasn't sure why I'd do anything else. But there's a million other approaches to try (discharging the boost all at once, making it unusuable until fully recharged, or just ditching it in favor of a higher speed).
This could easily be expanded on and, if you ever do, I'd love to play.
Who built this ship anyway?? And didn't I JUST FIX THAT EXACT SPOT?? ;)
Game is pretty cool, but I wonder what could be done to juice up the feel a bit. Couple of comments in that direction: I did wonder what it might feel like if the game was faster overall - faster movement, faster breach repair, faster crisis arriving... did you experiment with mixing up the speed during the jam? When playing, I also noticed I caught the edge on corners a lot because I was seeking to minimize my travel time, and I was wondering if the colliders are all boxes. Sometimes a circle collider can be nice for avoiding "stuck" moments. Lastly, maybe allowing diagonal movement instead of only the cardinal directions would be worth considering.
Maybe I'm just a speed freak though. I do like to zip around in games.
Congrats on your first compo LD!
I didn't get a chance to debug the collision issue, the character is a box collider and the map uses a tilemap collider. It seemed like you'd especially get stuck on open doors, which was odd because the door collider is completely disabled. But a circle collider would have been a nice easy solution to fix that!