Keep it alive, doc! by Marc Grabow
You have been working as a doctor for a nameless agency in a secret labratory for years.
Today it finally happened - the agency found a crashed UFO! And the "pilot" is still alive and to learn more about it, we need to do everything we can to...
KEEP IT ALIVE!
WARNING It has a bug that I didn’t fully fix yet, don’t click twice on the same tile, otherwise the doc might get stuck!

UPDATE 24/04: There was a bug in the doctors movement that sometimes rendered the game unplayable. That is now (hopefully) fixed.
UPDATE 25/04: Added a public beta for Android on Google Play. That version contains the bugfix mentioned above but is otherwise unchanged. Not sure if that still fits in the rules to release that later - if you think so, please don't play on Android. It's not super awesome yet anyway ;)
Ratings
| Overall | 694th | 3.261⭐ | 25🧑⚖️ |
| Fun | 749th | 3⭐ | 26🧑⚖️ |
| Innovation | 436th | 3.409⭐ | 24🧑⚖️ |
| Theme | 104th | 4.125⭐ | 26🧑⚖️ |
| Graphics | 608th | 3.313⭐ | 26🧑⚖️ |
| Audio | 586th | 2.932⭐ | 24🧑⚖️ |
| Humor | 217th | 3.432⭐ | 24🧑⚖️ |
| Mood | 599th | 3.114⭐ | 24🧑⚖️ |
| Given | 9🗳️ | 11🗨️ |
Nice job!
It would've been nice if clicking a new destination interrupted your current path, as the way it queued up your movement commands meant that accidental clicks turned into watching your character dance around for several seconds - and time is important to saving lives!!
Making the injuries more visually distinct, and avoiding the same colours in the alien design, would've made it easier. On the third level the "orange blobs" that need syringing look very similar to part of the alien on the far left, for example. The "burn it with fire" injuries look very similar to the "you must ductape this" injuries, as well.
I found that using the scanner took more time than necessary, and it was easier to learn to spot the injuries, and learn through trial and error! :)
Special thanks to @omaskery for the detailed review. Fully agree on the distinctive visuals, that would've been way better, just didn't have the right ideas at that time. As for the bug, its not pathfinding but rather an oversight in the doctors behaviour, I didn't implement a proper FSM for him. Fixing that now.
As for click for movement rather than queue, agree, but I was actually working towards a more tricky gameplay - having multiple doctors. Everything in the code is geared towards it, I just didn't have time to implement it. Maybe I could change it though, if the level has only one doctor the movement is direct, if more than one its queued. :thinking:
I hope the experience is a little better now, if anyone wants to play again: @goutye @arkinrev @trusty @zondarg @trozeman @texz @omaskery @dining-philosopher @fudgefiddle @stefan-laimer @dennerbougo
Thanks guys :)
Still, the game is good,in the theme. Well done.
