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I'm afraid this one didn't do it for me. Sorry, I can tell you put a ton of effort into it, and I can see you were full of cool ideas for it, but that's unfortunately where it all fell down for me. Everything was a jumbled mishmash of ideas, all crammed together into really tight areas with no sense of cohesion or space. Ichtyosaurs, Beneathticles, Alien Grunts, Zombies, Xen Heal Pools, all within about 20m of each other. It was just too much. Strip it back, keep it simple!
In terms of design, I was immediately frustrated by the very first puzzle revolving around picking up a gas cannister that looked like it had zero importance whatsoever, trying to climb up a ladder while carrying it and being attacked by a Headcrab, to plug into a generator that was also given zero environmental importance whatsoever, to turn on the power and open a door which had no indication that it needed to be opened.
JUDGE'S NOTES: A visually interesting entry (though the abundance of bright white lighting in the initial portion is overdoing it a bit). I liked the HECU grunts hanging around. The whole pre-disaster bit adequately setup things going wrong. Unfortunately, when enemies start cropping up, I found the spacing in the level to be a little tight and obnoxious for navigating around enemies. The visuals were quite striking though and it did feel tense in places - particularly when I realised the broken key wouldn't work and I had to navigate back through the ickysaurs - but there were a few too many unconventional techniques used here and not quite enough telegraphing. Theming and visuals both score fine, but this entry lost marks in gameplay as a result.
Can't give this one a recommendation.