I kept this session to roughly five to ten minutes so I could reach more jam entries and give more developers something useful. This game clearly has much more work in it than I could properly cover during one short session, so consider this a focused first pass on the presentation, readability, and immediate experience.
The torture-school concept is super cool, specific, and very vibey. I enjoyed the narrative setup, the grotesque artwork is genuinely well done, and the droning soundtrack was a great choice for sustaining that uncomfortable atmosphere. The page communicates the theme, but it spends too long on dramatic setup, cameos, and references before clearly explaining the moment-to-moment experience. Still, there is enough personality here that I would actually come back and continue playing when I have more time.
The biggest weakness for me is the UI. The artwork feels considered and distinctive, but the interface does not yet match that quality, which makes the overall presentation feel less cohesive than it should. More importantly, please be careful with accessibility and text contrast. There is too much white layered over white in places, and in a narrative-heavy game where players may be reading for over an hour, the text needs to remain comfortable and immediately legible. Darker dialogue panels, stronger separation from the artwork, consistent margins, and clearer text hierarchy would let the art breathe while making the story much easier to read.
If you have two minutes, come inspect my own engineering mistakes in BEAT BAES. Fair trade, mechanical suffering for mechanical suffering.