The game starts strong: with a short but sufficient intro, comiclike, on a background which sets the mood. Shades of grey neon. In a short scene you investigate a murder but when you arrive, there is no body (already in forensics?), and your only hint are some classical data units. If you didn't recognize the retro aspect at this time by the low poly art style, the fixed weapon without hands, the minimal interaction, then the discs should convince you at least.
Let's have a look at the theme: a detective story with flying cars, neon everywhere but bathed in grey, supported by fog? This checks most of the boxes (oh, how I miss ambient sound and music here to make it perfect!). And the car of the protagonist has a nice oldfashioned shape. It is impressing that all 3D models were made by the Dev during the GameJam.
The Dev tells us that the game is incomplete, and that's unfortunately true. There is no resolution, no reason why the people say "What?" and start shooting at you, no further hints in the final area. In the house of the suspects some walls and even the roof are missing; it's easy to misstep and fall into nowhere. This game has so much potential. For now, the plot is very linear and short. With a bigger walkable city or more isolated localities it could become deeper, with more opportunities to investigate.
On the other hand, it is localized in two languages! There are only some text panels yet, but the choice alone is rare in a GameJam. There are some other settings.
So, what is missing besides the mentioned points? (The Dev writes there is no saving but when I clicked on "New Game" after falling from the terrain the NPC I had shot in the previous run were still dead so it's either a bug or an undocumented save...)
Interaction. In a detective game it is unusual when you can't examine things. There is info when the character is near a certain point, ok, but even when this were the only method of interaction then it should be more frequent. It is improbable that the character walks through a whole apartment, finding only a single point to make a remark about. For a player, the process of deciding and eliminating possibilities gives more agency. The CRT TV, the trashbags, everything could be worth a comment. And then, inmidst the red herrings, the player finds a clue. This feels more like police work.
If you have seen my game, you know I like big cities. This here is very focused, more like a scene or a stage. I even climbed over the walls to check for hidden content, but in the grey only emptiness lurks. Of course it is efficient to concentrate the setting only on the needed elements. If the style of "chapters" is kept, then it is probably a good way for effective story progression.
So go on and complete it! In the second chapter, I would add the car near the player start point, to make the transition more plausible. Coming out of an alcove when I had left with a car felt a little irritating. Anyway, a very Cyber Noir game!