F.R.E.D by Mr_Field
Foreign Residue Extremely Dangerous


By any means neccessary, kill the ooze before it eats everything on the ship and gets too big!
Controls: Controller Recommended.
Keyboard: - X - Use Item - C - Pickup/Drop - A - Inventory Previous Item - S - Inventory Next Item - Arrowkeys - Move
Controller: - X - Use Item - Y - Pickup/Drop Item - Left Shoulder - Inventory Previous Item - Right Shoulder - Inventory Next Item - Left Stick - Move
For the curious and the confused:
Various objects around the ship can be activated by standing on the nearby pressure pads, such as doors and the various map terminals.
Perhaps despite its appearance, the ooze is not immune to the vacuum of space, those airlocks could make for some powerful traps
The armoury has a charging port for your depleted batteries
The science lab has a combination station, place an item on each of its platforms- hit the nearby pressure pad and they might combine into something new!
If you can avoid guzzling down bottles of refreshing hydrazine, you might be able to create a powerful weapon with it and some regular old office supplies
Ratings
| Overall | 289th | 3.848⭐ | 25🧑⚖️ |
| Fun | 477th | 3.543⭐ | 25🧑⚖️ |
| Innovation | 189th | 3.864⭐ | 24🧑⚖️ |
| Theme | 594th | 3.609⭐ | 25🧑⚖️ |
| Graphics | 240th | 4.146⭐ | 26🧑⚖️ |
| Audio | 171th | 3.854⭐ | 26🧑⚖️ |
| Humor | 355th | 3.326⭐ | 25🧑⚖️ |
| Mood | 64th | 4.217⭐ | 25🧑⚖️ |
| Given | 21🗳️ | 17🗨️ |
Incredible work in the amount of time you both had.
Suggestion: Control feel a bit clunky, maybe if you add custom key binding. Also has a tutorial or something for a slower start.
I would echo what the person above said. Some more instructions would've been really helpful. It took me a while to figure out what I needed to do. The Keyboard controls as well are not very intuitive. But you do recommend a controller and I will say it feels a lot better with them.
For 3 days this is really impressive. With some small quality of life improvements there's a really great game here.
The game looks really polished, nice work!
Giving me a gun but no energy was a nice touch. I have a very clear goal of getting energy for it and felt pretty weak without energy, forcing me to get creative and merc that one ooze by sending them out the airlock. Then, when I did get energy, bam bam bam and another ooze was dead!
One some more frustrating sides, while I am fully in favor of high pitched retro sounds, some sounds, especially the man crying out in pain, were maybe too much louder than the baseline and pretty piercing for that reason. It also sucked that I had to scroll over to a keycard in my inventory and select it before I could open something with it. Being able to open things just by having it would have been nice, with maybe the inventory being 1 space smaller to compensate for that fact?
Loved the graphics and solid gameplay. Well done!
At first, I didn't know what to do – my monitor is in portrait, so the game window was too and I didn't even see the line about destroying the ooze. I'd suggest highlighting it so even in these conditions one couldn't miss it.
That said, it was overall a great experience, I "feared" the ooze the first times it got close, and having different ways to destroy it was creative. Good job!
i'm so happy you managed to shoot some goop out the airlock, i wasn't expecting anyone to pull it off! - Sorry for what we did to your ears though
It's OK for a game to deliberately not hold the player's hand and expect them to figure out what to do, but I don't think clarity should be sacrificed for that effect. The game has a lot of different objects that can be interacted with, but it's never clear what items can be interacted with, picked up, shoved, and the items that highlight change depending on what you're holding. While you're running and looking around, there is no visual distinction between items you can use, and just decorations, nor do you have any idea of what they do. And even though the game page mentions a science lab with a combination station, and an armory with a charging port but I swear I could not find these anywhere.
I managed to figure out some game mechanics on my own, like how to kill some of the ooze by bringing it to a door to the outside and opening it, and how the little energy drinks on the floor are actually ammo for the laser gun, and that interacting with a wrench on a valve does, things, I could never understand how these mechanics connected together and how I could use them to progress, they felt like different mechanics in a sandbox playground. I'm a bit sad because this game looks REALLY clever, but I just really don't understand what I'm doing, doesn't feel fun to walk around for several minutes doing no progress just testing different things that do different kinds of nothing...
I'm not gonna rate this game on anything other than graphics, audio, humor and mood, because I don't think my frustration is entirely due to faults in the game, and rating based on that, I feel, would be a disservice to the enormous effort and clear attention to detail you guys put here. I'm sure this is just not the kind of game for me.

It's so cool how different features interact with one another, trying different ideas to beat the slime in different ways was loads of fun, sucking them out of airlocks, burning them with steam, but good old fashioned space lasers are clearly the way to go. The enemy design is amazing, a really really cool concept for an enemy in a tile based environment.
My only gripe is the control scheme on keyboard is absolutely horrible. I'll let it go because the game is great, but the amount of times I used or dropped an item at the wrong time because the keys are all grouped together was ridiculous. I definitely think tweaking the controls could make the game much more enjoyable.
Overall one of my favourite entries. Go rate some more games so people see yours on the games tab, it deserves to be seen!
The thing that bothered me the most was the controls were a little off, it took me a while to get used to and I still dropped or used an item unintentionally, maybe rebinding the keys to be more reasonable and convenient is the first thing to consider. And I noticed that you were not being able to pick up an item because the currently selected slot was "taken", even though there were plenty of empty slots left in the inventory, instead you had to switch to an empty slot before picking an item up. To me that was a bit tedious and irritating sometimes, especially when you were in a danger situation and needed to pick up something fast. I think it would make the experience more worthy and enjoyable if you were allowed to pick up any items as long as there were available slots in your inventory. And I believe some kind of instruction or tutorial at the beginning would be a really good idea for this game, it can guide future players through the core mechanics and tells them what they can do in the game, instead of letting them figure it all out themselves.
But other than that, this game is basically a prime example of hidden gems, definitely one of my favorites so far! What an amazing job and I'm really impressed by the effort you guys put into this entry! Consider rating more games out there and leaving feedbacks, so this precious gem can get a higher chance to be discovered by others!
big shame the game didn't do it for you - it's very kind of you to be generous with your rating despite your issues with the game and its clear flaws!