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Hand-drawn style is clean, charming and easy-to-read, quickly communicating the game objective. The timer, random loot and hazards, ability tradeoffs, and upgrades captures the essence of something like Lethal Company in a tense and more rapid game loop. Downside: knowing what loot I'm holding and how to easily drop it off took some figuring out. 

Beyond the scope, it's easy to imagine line-of-sight/flashlight mechanics, more traps, and procedural dungeon generation to build on the tension. Awesome stuff :)

Yooo wassup Kaelan! Its been a while I didnt know you were in this jam, what game did you make?

Thank you so much, really felt inspired during this one, I am def gonna add more features and tried to put them in but felt I didnt have the time. Legit almost lost it while figuring out music.