Good job on the VFX, they sell the mood you were going for pretty well. You commented that you focused on graphics and I find that a very reasonable choice, that's what LD is all about, improving certain aspects of your development skills onto a new level. Bravo for making that tough decision, it's a common pitfall to try and do everything. I will therefor only comment on your graphics here.
Like I said, trailers, intro and credits are epic, you clearly have an avid video editor. Ingame graphics don't sell that same mood though. Other than the timer, there was no indication that time was running out and that you were suffocating. I feel that selling the frantic feeling of choking and running out of time to the player is the one thing you should focus on first. I found it a bit peculiar, that the VFX are so much more polished than the actual game art. Why are all rooms so rectangular? Why didn't you play with light to make it apparent you are on a defect ship that loses air? Why don't the oxygen bottles have smooth normals? Now granted, 72 hours are short and I will take a shot and say your video editor is most experienced with what he does in your team? As a side note, your game is short, yes, but it does have a clear winning condition and an end. Many entries in LD don't care for putting those in, but they are so essential for a game.
All in all, I see where you were going with this game and that you are very passionate about it. :clap: Why not keep working on it without the pesky time limit and improve the game to match the clips mood as a Post LD Project?