I thought this submission was unique in that it provides very short bursts of gameplay through multiple short challenges rather than longer gameplay segments. I also enjoyed how, mechanically and aesthetically, the game was a reflection of the theme in multiple different ways (the room numbers at the start of each level slowly counts down to 0, the red mist closes in on you when you fail and is a "countdown" to the loss of the game). On the other hand, because the gameplay is very bite-sized in nature, the game has no opportunity to build up the player's skillset in a way that feels meaningful and culminates in a pay-off in the form of a particularly challenging level or boss, so I do feel like the gameplay is lacking slightly. However, I was impressed by how the game guides the player in what to do and how accurate the gameplay of this submission is to the possible inspirations of it.
Viewing post in Dungeon of the Red Mist jam comments
I had thought that Level 00 would be a boss fight of sorts when I was designing the game, but I ran out of sprite space to make the boss, and I didn’t have any ideas for how to do them. Also, maybe if I had ordered the levels I’ve done differently, instead of ordering them as I made them, it would had been easier, but I had decided to do most of the mechanics early so people can see them all.