I believe this game has a lot of potential if more time and effort are invested in expanding it. However, as it stands, it became repetitive by the second lab, where the same puzzle was reused. I really enjoyed the narrative elements—discovering objects, reading them, and uncovering insights. But by the third puzzle, which was significantly longer than the previous ones without a clear reason, it started to feel like a chore, even causing discomfort in my wrist. When I got to the fourth puzzle and realized it would require two minutes of rapid mouse clicking and intense hand-eye coordination, I decided to stop playing.
One thing that stood out as particularly awkward was the mixed control scheme. Using the mouse for movement but the keyboard for interacting, sprinting, and opening the inventory felt inconsistent and unintuitive. It would be better to choose one control scheme and stick with it—either a full point-and-click system or a keyboard-only setup. Mixing the two creates a jarring experience, forcing the player to constantly switch between control styles in a way that doesn’t feel fluid.
That said, I liked the nostalgic sound effects, especially in the menu, and the art was decent. The sprint mechanic felt awkward—having to press Shift and the left mouse button simultaneously for sprinting is counterintuitive. The default key layout was also unusual, with X and C for interaction and inventory, though I appreciated that you allowed key remapping for keyboard, at least—something many game jam entries overlook. I’d love to see this game evolve into a fully narrative-driven exploration experience.