For us, turn-based-tactics allow you to take your time making a tactical decision by weighing up all the possible moves and coming to a decision that matches your strategy best. Like chess. Having a 25s timer on your actions, so they have to be played out like a real-time-strategy game is the opposite of a turn-based-tactics game. This could just be our opinion but turn limits on levels are OK but (real)time limits are not. The games starts off putting you under stress and never lets up.
You start the game with no clue what you're doing and what the controls are and just a timer counting down to your demise. Even once you've learnt the controls having the movement grid isometric and not aligned with the keypresses. It might have worked better as a top down board view so the movement matched up with the view. Alternatively using mouse to control the cursor could have alleviated this slightly.
We can see that running out of oxygen via the timer is in keeping with the theme, just not the turn-based-tactics style of game play.
You had no idea of the amount of damage you would do to an enemy unit when you attacked so you couldn't make an informed decision about who to attack first. You did get a health bar but the scale was unknown in relation to the damage that you could do with each unit. You did provide feedback on how far a unit could move, which made that an informed decision.
The graphics were simple but they worked for the type of game you made, like Into The Breach meets Countdown (TV show with a 30s timer!). The music did get a bit much after a while and had us reaching for the mute site button in the browser.
This all sounds very negative so can we just say well done for finishing and submitting your game, and with 4 days to spare! You could have added some more features in those 4 days! The game does play from start to finish and runs smoothly in a browser without any issues. Congratulations on submitting to the jam. We look forward to seeing more games from you in the future.