You wrote the game’s name in some weird characters. That can make the game hard to find if someone’s trying to find it by searching for it, since typing the title probably won’t find it. (Sure, maybe some search engines are able to figure out that “𝕔𝕣𝕪𝕤𝕥𝕒𝕝 𝕤𝕖𝕖𝕜𝕖𝕣 𝟚” is the same as “Crystal Seeker 2”, but then they usually have trouble telling different words apart, like thinking “ŝafo” is closer to “safo” than to “sxafo”.) To make the game easier to find and still have it look interesting, I’d recommend writing it in normal characters and instead creating a cover image, such as by editing screenshots of the game. Then you can use a stylized font in the cover image.
Flickering: I just thought I’d mention this, not sure it would actually even be close to being able to cause epileptic seizures in some people, but some triangles flicker quite a bit as you try to make the game look nineties by faking rounding errors. I don’t think actual PS1 games flickered things that much, especially such large triangles.
Sound: Usually I put the graphics section before the sound section. But this time I’m putting the sections in a different order. The music reminds me of Spyro. It sounds nice, but I’d prefer something that reminded me more of the nineties rather than reminding me of a particular game. I mean, the instruments sound the same and the melody is either one I’ve heard before or something made to match the pretty specific patterns that I think are kinda rare outside that series. And I saw a comment about it being stolen, so yeah, I don’t know which level it’s from (could be from one of the sequels I haven’t played) but I don’t think it’s allowed in the jam, and even if you’ve somehow just imitated the patterns that the different pieces do have in common, maybe even got an instrument library that you could use and that happened to also have been used by those games
Things that seem like they should make sounds do make sounds. And the sounds fit the visuals and story. The point counting at the end of levels certainly feels nineties. And yeah, that sound too makes me think of Spyro the Dragon’s gem counting when exiting levels. Not like the first Crash Bandicoot game didn’t have a box counting thing. But that game had a sorta bad implementation that they ended up scrapping in a sequel because the box counting was slowing down exiting levels.
Graphics: Low-poly characters in a sorta high-poly environment. I’d prefer it the opposite way around. And I think you misunderstood what nineties means. Polygons did occasionally draw in the wrong order, but game developers new how to avoid it a lot of the time. You’d see it when an enemy got very close to the edge of a platform, you would rarely see parts of the platform itself get in the way of each other. And while the graphics setting can be set to high or low, even the low settings look very modern. You could do rounded corners on 32-bit hardware, but then the corners would be sprites and each side of the polygon would require an extra polygon of its own. And polygons show in front of the polygons behind them quite a bit more often than that would happen on 32-bit hardware.
But the top-downish view was nice. I’ve seen plenty of games that put the camera further down and then the camera crashes into objects or they get in the way of the camera.
I can’t set the sound effects volume to roughly 100% because I can’t see the right side of the slider: it’s outside the screen.
Fun and nineties: The loading screen is a bit slow. Or maybe it’s just slow to mimic a slow CD-ROM. Anyway, I could have got all the collectables in the first level, but after getting some and dying, I didn’t want to collect them again if I didn’t have to. And the second level constantly pushing me out of the level before I could see the thing that was shooting felt a bit mean. I ended up giving up, since apparently I’m supposed to rush through as many games as possible and I’ve already spent several hours today just playing two of them.
And the credits screen is empty. But I did get a slightly less empty credits screen after the first level. Still I think you should mention who made that music.
I know it’s kinda low-poly, and I can see you’re trying to sort triangles rather than sort pixels like modern games do… except the polygons get drawn in the wrong order quite a bit more often than would happen in games from the nineties. And that skybox looks pretty detailed and doesn’t wrap around properly. Also, based on how the triangles are changing colours I’m guessing you added slightly too many fake rounding errors.
The audio sounds nineties too, but the spyroness kinda takes away from it.
What I liked most: The camera being high-up enough to not crash into things or get things between it and the player. What I’d suggest changing: Don’t use people’s work in the game without mentioning them in the credits (and you probably also need their permission, I hope you had that).