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Massive! I like open world games, and this fells like a low poly cyberpunk version of Death Stranding. What's not to like here?

Actually, there are some points. At first, it has no sound (the dev confirms it on the game page) while a simple ambience track would have worked wonders towards more immersion. Secondly, the colliders are more a suggestion than substance. There are buildings and people you can pass through. Some stairs work, some are unwalkable and some are unusable. The radar is half useless because it does not show on which level is the target and what the circles are meaning in the first place.

This game is a fever dream which chokes at its own size. I liked it. You can get lost in it. You never know whether you are supposed to be at a certain place or not.

It generates stories. 

In my first attempt, I was shot at once when I tried to enter the pyramid, looking for Lucius, my contact.

At my second attempt, I sneaked into the first floor, watching people without animation moving around and was suddenly followed by a madman with a hammer. I escaped through a collision-less building, found working stairs, ran onto it, and he finally lost my track. Exploring the level further, some time later I fell down somewhere, died and was unable to restart because the button doesn't work (even if it looks this way). Had to quit the game.

At my third attempt, I explored the harbor, watched moving boats in the river, found an entrance and finally Lucius who gave me a mission. The delivery target was not far away but I was unable to deliver the robot parts at the robot store. I examined the store (a madhouse of missing colliders) inside and outside but neither E nor F were possible anywhere. Ran around with the package, dropped it somewhere and went on exploring. Fell down without plausible reason and died.

Such are the stories in the pyramid. The setting alone, accompanied with the main character, is fresh and interesting. Excellent use of the Synty assets. The pyramid conveys the Night City feeling of "This city does not care about you, it exists without you". It it strange and somehow alive and incomprehensible.
The design of planes which suddenly end somewhere reminds me of the Death Star where the engineers waived railings, too. It may be a bad and dehumanizing architecture but exactly this adds to the alien feel which is a part of cyberpunk. I still wouldn't keep it. 

When you add sound and colliders and make the delivery working, you have a great game. It's already a juwel in this Gamejam.

Thank you so much for such detailed feedback! We really appreciate you taking the time to explore the game so thoroughly — and we loved reading the stories that came out of your attempts to navigate the pyramid.

Our first version had a lot of bugs (and, to be fair, there are still plenty left to fix!). One of the biggest issues was a major bug in the main quest that prevented packages from being delivered correctly. We've now fixed it, and the delivery questline should be playable from beginning to end, including the final sequence.

We've also published a devlog detailing the latest fixes and changes.

If you have some time, we'd really appreciate it if you gave the new version another try. :)

Thanks again for playing and for the incredibly detailed feedback!