I honestly think this game is too ambitious for its own good.
The island is huge, but the protagonist walks painfully slow, and trying to keep the badly-driving car on the too-narrow roads is a nightmare. It's annoyingly sparse, and I would have preferred a smaller, more focused space.
I had no idea what I was supposed to be doing or why. Maybe I missed something in the opening narration (which I'll get to in a bit), but I didn't have any clear objective, and there's no indication in-game of where to go next.
I toyed around for a while, made it to the top of the not-mayo factory, watched the cutscene, ziplined down, ended up near the start. I went to the houses, but nothing happened, maybe because of a glitch. Got caught by the turtle a few times; it's not entirely clear what's happening here.
There are definitely some cool mechanics. As mentioned before, there's a drivable car! That's something I've been wanting to do for years, but haven't, because it's hard. You can climb ladders, walk tightropes, and slide down ziplines.
The music is too loud, especially early on when it basically drowns out the opening narration.
Your trademark style is back, mixing simple primitives with blobby characters and hyper-realistic textures. Once again, it works great for that so-bad-it's-good aesthetic.
I was scared the whole time I was playing the game, because the whole thing feels incredibly fragile. Like one bad jump, one random glitch, or one wrong keypress is going to totally wipe out all the progress I've made. That's the case for a lot of jam games, but the scope of this one makes it all the more apparent.
I know it's SBIG Jam, but I really feel this game would benefit from quality-of-life improvements, even at the cost of overall scope. Small stuff like interact prompts and skippable dialogue would be nice, saves and tools to get out of broken situations would be even better.
There is a load button, but I have no idea if it's real, and that only adds to the fragile feeling.
I did love the overall humour and the framing device of a defunded tourism ad. The Itch page and the early prompts in the menu, as well as a few references in game, all work together to push this angle and it is glorious.
To me this one was a swing and a miss, but it was still fun to fool around with for a while.