It's clear a lot of love went into this game, especially since you made every part of it during the jam. It's very immersive with excellent polish and great art and music. Voice acting really stands out in a jam as well. The mini games work great and feel immersive, with a particular shout of to the Morse Code game. Having to type the message yourself slowly letter by letter is wonderfully suspenseful. Transition between having the side view of the whole light house on and off is satisfying as well I toggled it a few times just for fun. I really loved the small pieces of dialogue that would happen outside of a conversation like burning the food.
Since this is an extremely polished experience already, I'm going to give much pickier feedback than usual and more of it. Ya'll got full marks from me, these are just some bolts I think could be tightened to push it over the top.
This game is incredibly immersive, but the loading screens actually broke that immersion for me eachtime. They're excellent loading screens, but I would consider something like a fade to black, black loading screen, fade back in when going to and from a mini game.
The target phrase box in the Morse Code mini game is really hard to see. The book on the left showing the alphabet is MUCH more eye catching and my attention was immediately drawn there. I spent at least a minute wondering if I should be hearing the beeps or trying to spell out words before I even noticed the target phrase.
The controls for the gear mini game: Right now you click to pick up a gear and click to place it. I would change it to holding the mouse button down to pick up the gear and releasing to drop it. This is what I intuitively thought it would be and it matches the kitchen mini game.
The cooking mini game felt overwhelming. I think it would be a great idea to have a small cooking section on the first day with a much simpler recipe and without time restrictions. It can frustrate a player if they have to learn a mechanic while also being timed on it's execution. You also have to click into the book spending some seconds to look at the recipe. I also wasn't sure if after the food was burned if you were supposed to start all the way over? This is a well made mini game it just needs a bit more clarity.
Maybe an autosave system? This one is maybe a bigger ask if you don't have save slots but you do have a save system. I was playing the windows build and the third time I burnt the food my game crashed. I remembered seeing a continue button on the home screen and was sad when it didn't let me resume prior to the crash. I didn't realize that I had to manually save, even though that's a reasonable expectation.
And finally check the below screenshot. Navigating the bedroom stairs has some awkwardness. When you go up the stairs from below the player character is put in the corner above the stairs. I pressed S and D together to try and walk diagonally down but since I hit S I was sent down the stairs. This happened multiple times. I would move where the player spawns to the red circle to make this a bit better.
Exceptional work! I look forward to seeing what ya'll make next. 
Viewing post in Solais jam comments
Great review and clear that you have a lot of good insight/experience with games. I'm checking your submission now, please feel free to play some multi-player wave themed scrabble in my submission!
https://itch.io/jam/game-off-2025/rate/4006867

Thank you so much for such an incredibly detailed and thoughtful review! It is amazing to hear that the immersion and polish landed so well for you, especially considering the constraints of a game jam. We were an international team of seven developers plus voice actors and a musician, so I will be sure to share your kind words about the art, music, and voice acting with everyone. I am particularly glad you enjoyed the suspense of the Morse code minigame and the little details like the burning food dialogue.
We really appreciate the deep dive into the mechanics and user experience because this is exactly the kind of feedback that helps us grow. You are spot on regarding the loading screens, as we implemented them mainly to ensure stability on the browser version. Regarding the UI, we missed how much the clipboard on the left dominates the screen compared to the target phrase in the Morse code game. As for the controls, the difference between the gear and kitchen games actually reflects my own learning curve during the jam. The gear puzzle was the first thing I coded, while the kitchen was the last, hence the difference in interaction polish. The stair navigation was also a known friction point that we originally planned to fix via a toggle in an accessibility menu, but we simply ran out of time to implement it.
I have to take personal responsibility for the cooking minigame since I have a passion for cooking and may have made the systems a bit too complex without enough of a tutorial ramp. I am also sorry to hear about the crash and the lost progress. We didn't manage to squeeze in an autosave system in time, but it is definitely something a full version would need. Thank you again for the full marks and for taking the time to give us such constructive feedback!