Atom Intern

Your first day at the nuclear plant. Your first day alone. Your only day, probably.

It was supposed to be a simple internship. Shadow some engineers, learn the ropes, maybe grab a free coffee from the break room. Instead, you walk in to find the entire staff on strike and gone. On their way out, they sabotaged everything they could get their hands on out of pure spite.

Now the reactor core is going into meltdown, you're the only person in the building, and you have 2 minutes to fix a disaster you didn't cause.

- Race through the plant : control room, electrical bay, cooling system, maintenance, and the core itself, completing the repairs before the timer hits zero.

- Deal with chaos on the fly : fires, leaking valves, blown fuses, blaring alarms, and other joys of unionized sabotage will interrupt you at random, each with its own ticking clock. Ignore one too long, and it's game over.

- Get "help" from your supervisor : on the phone the whole time, lost between giving you useful advice and having a full meltdown of his own at the absurdity of what the strikers left behind.

Every run shuffles the tasks and the sabotage, so no two shifts are ever the same.

Can you save the plant before your first day becomes your last?

Control

W A S D  / Z Q S D = Movement
P / Esc = Pause
E / Left Mouse Click 
= interact


Comments

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(+1)

Hey! I played a couple of runs, and I'm a bit sad I couldn't make it to the end because the setting is really interesting. I also thought using real photographs instead of illustrated icons was a very creative and resourceful choice!

I wrote down a few observations in case you decide to continue developing the game after the jam:

  • While playing in fullscreen, the dialogue box felt a bit too small, which made the text difficult for me to read.
  • During the air release minigame, I couldn't seem to lower the pressure even when pressing the space bar as prompted. Instead, the gauge kept going up and down arbitrarily, so I wasn't sure whether I was misunderstanding the mechanic or if something wasn't working as intended.
  • After a few attempts, I completed the air release minigame, and I wanted to take a closer look at the numeric keypad, but I couldn't exit the minigame screen. Because of that, I wasn't able to inspect the environment for the code, which eventually led to a game over.

It felt like an experience I would have really enjoyed, but the combination of unclear feedback and constant time pressure made it difficult for me to understand what the game expected from me before it was too late.

I hope these observations are helpful if you decide to continue working on the project!

Hello, thanks a lot for the review! Yeah the air release is a small issue, and only removes air when you release the left click, once you understand it's a bit easier, but it should be on left click, not on release. It's going to be fixed in the postjam update. And for the keypad, you can click the "<" button on the bottom left, it should have been easier, and on postjam, the escape button will allow you to leave any task.

We will look at the dialogue issue, thanks a lot for the review again, I hope with my answer you'll be able to try again and maybe win! Thanks a lot!

(+1)

Ohh I managed to beat it somehow! I didn't see the keypad minigame in my last couple runs, and I felt a little confused about how to sync the time but somehow pulled it off. Really liked how Maxwell bounces around once you feed him haha

I'm glad you found the review helpful! If you'd like to and have the time, I'd be really grateful if you could leave a comment on my itch thread so that I can reach more developers who can also use this type of feedback. Thanks in advance!

(+1)

Glad you could beat the game! We sent a comment on the thread, thanks again for the feedback!

(+1)

Tense but Maxswell is alive so... loved it

(+2)

The game was quick but very intense, I loved all the french references
Funny af

(VIVE LA CGTTTT)