I like the replayability potential, though in the jam version there is too little enemy variety and equipment variety to justify it. I think giving 3 weapons from the off was a missed opportunity. It would have been better to have weapons spawn in rooms when you clear them, so you have to decide whether to pick them up or not. By doing so you would lose the previous weapon. This would give room for experimentation and BoI style procedural failures.
I did enjoy beating the game, but I figured out the enemies too quickly and only used the SMG, which made the game very easy for me.
Theme: I don't see how the game adheres to it.
Graphics: I think the game looks visually coherent while using few assets. That's clever. With that said, I don't understand the existence of the cat. It doesn't fit the mood, in my opinion.
Audio: I enjoyed the quantity of audio samples. Good variety. However, the step sound has a lot of humm in it, and the announcer's voice has too much reverb on it. Hard to tell what he's saying sometimes. I don't understand why you didn't use the dialogue box for his subs.
I didn't like having to re-listen to the whole monologue when restarting. I would have added a bool to check if it was played once, store its value, and then skip the tutorial on the second playthrough.
Solid entry.
Viewing post in The Temple of Stig jam comments
I absolutely agree with what you said about the weapons and the opening monologue. They were planned to be different but time got the better of me.
For the theme, the idea of the doors not leading to the rooms they came from was meant to be the "lie", but I quickly realised that it was a stretch so I added the bit of dialogue at the end.
As for the cat, I just decided to base the character off of my pet.
I ran out of time to add the announcer's speech to the dialogue box, and, yeah, there is a little too much reverb.
Thanks for the feedback!