This is one of the more ambitious systems builds I've seen in this jam... a node-graph mansion with per-room skill checks, a crew of four distinct personality archetypes each with their own AI tendencies, a scheduling/timeline bar, and an order-queue log that's actually trying to tell a story about your crew acting semi-independently. Thats a lot of interlocking systems to get running in jam time, and the bones of a genuinely interesting heist-management sim are visibly here.
That said, in my playthrough it was impossible to tell what was working:
- Several buttons (including "Pull off current task") produced no visible response when clicked! no flash, no state change, no error. I couldn't tell if they're unimplemented, gated behind something, or just not wired up yet. That ambiguity is rougher on a player than an outright error would be.
- The top timeline bar (colored segments, red dashes, ect.) has no legend, so I couldn't read what it was tracking at a glance.
- DC checks are shown for actions (Scale the gate DC 8, Squeeze through DC 10) but there's no visible way to gauge odds before committing.