I'm back from class now, so I've got some time to address some of the feedback (and go through and play all of your games)!
@geeisgeeitsomelaldy Yeah, I wish I could've gotten the controls working in WebGL. For whatever reason, Unity doesn't capture the "Alt" key consistently. On Chrome it caused the window to defocus and on firefox it caused the browser menu to open. This led to a really bad experiance. If anyone knows how to solve that problem, I'd love some help with it. In the post-jam version I'm going to fix this by using a different button for switching to the terminal (maybe control-T or something).
@smbe19 Thanks for the detailed feedback! I'm still trying to fix that bug (I think I might have the cause narrowed down, so hopefully I figure it out soon). I think you're right about the CRT effect, I'll add the option to the list of things to change on the post-jam version. We're still trying to figure out what we want to do with the manual for the post-jam version, but I agree that it can be hard to find what's necessary. Thanks for pointing out the factual errors in it, we'll fix those in the post-jam version. The manual talks about rocks because in the original design there were going to be rocks that could be moved around in some puzzles, but they never made it in the game. The scanner picking up the portal is actually intentional. You can use the second location in the array to check the type of the object. You are probably right about the memory-mapping approach for thematic reasons, but we wanted the rover controls to be more easily understood. We might change that in the post-jam version.
@james-dunlap We originally intended to make that a bit more scalable, but it never made it into the game. It's the first thing I changed in the post-jam branch (which is in the same repository as the main game).
@multiplexor Thanks for the suggestions! Hopefully we can make most of those improvements in the post Jam version!
@Scritorum Sorry about that! I'll see if I can't figure out what's wrong!