Thanks everyone for the feedback!
I'm aware of the issue with the intuitiveness of controls for the signals but given the scope of the game I just couldn't handle improving that. I had considered perhaps tying the signal change to the mouse wheel but on paper it looked even less intuitive.
Funnily, I got stuck on Sunday afternoon fixing the NPCs AI that kept panicking and hiding even if there was a perfectly empty escape pod besides them and that took me half a day to fix their state machine. About 4 hours that would have given me time to do more balance but oh well.
As for the difficulty, yeah it's absurdly difficult and it's almost impossible to ensure that the high value targets are saved, it would have taken another full day at least to fix that but in the end, it's kinda realistic for this kind of situation that you won't be able to separate the CEO's nephew from the Janitor 😂 so I thought it would be fine to leave it like that for the Compo.
@matt-giuca I'm not sure how to do full screen here on LD but you can do it on Itch, I added a link on the top. The idea of tying the signals to the buttons and have them execute on mouse location is a good one!
@sinemual Thanks! I actually started making the game with a storyline in mind and not the arcade it is right now, but that was obviously WAY out of scope lol. I'm not really planning on continue working on this as I already have my own personal project but depending on people's response I might think about it.