Very silly. Equally frustrating at times due to the arms slow speed. The space part was pretty neat though.

Ironically, I think it's the assets themselves to blame for that. They're not bad per se, but their more... representative nature invites creativity in a way that high quality graphics never seem to. On top of that, you eliminated the graphics and sound variables from the dev equation. It really is a neat setup for a Jam.
Thanks so much for the praise, but especially for the meaningful feedback!
Link visibility is an easy fix. So is kicking to chat. I mean, I *could* add a chat button, or even trigger chat by clicking on the npc. But I won't, because people kicking each other to say hello is too funny to pass up. I was thinking of adding a guard npc to the entrance. That'll make a good learning moment to teach that mechanic.
As for the minimap, I'm incredibly on the fence for all the usual reasons and a few more stemming from my own design goals. I'll definitely add a radar to help track nearby mobs, but a minimap? It'll take some more thought. Possibly make it a toggleable thing...? For now, I'll add some more signs and unique map features to help track location. Maybe something like the rocks from dark souls too.
As for the ending and lack of story choices... well, I kinda ran out of time for the jam. The beginning and ending were casualties of this fact. I'd always intended on it taking multiple runs to complete the full dungeon, and choices on early floors affecting things on later floors and even later runs. The chat system was built with this goal in mind actually. Expect more secrets, more choices, and a few proper endings in later updates.
I'll do a proper writeup of my modded SugarCube2 when I get close to releasing it. My short term projects are more or less a test run for that. This one included. (Hence the key bindings!)
There's something magical about the combination of barebones 3d and handmade crayon art. I especially love some of your artwork (even if it's outside this jam's criteria). The bedroom has this comfy whimsical feel, and the cat is amazing. I genuinely hope you consider doing more stuff in this style in the future.
Hey, thanks! It's so rewarding seeing my assets in other projects, and I'm genuinely glad you enjoyed my little game. This ate up pretty much all my free time for like 3 weeks just getting it to work, but I had a lot of fun. Admittedly, Twine was probably not the best way to go, but SugarCube2 lets you "easily" macro in just about anything you can make with javascript, so that's what I did. But, then I ran into all kinds of issues so I ended up modding my own version of SugarCube. Which turned into its own project... so you can look forward to playing around with that eventually.
With the initial release of my game, this is my final addition to this round of the community expansion pack. These pics can be downloaded below. I've also consolidated all my additions into a download on my game's page.

Download Link:
Cobbled these together for the western floor of my dungeon game. Download links below because itch doesn't allow resizing to something reasonable in post.

And here's a preview because the signs actually look really neat with the font.

Download links. (If these are too obnoxious, let me know.)
https://file.kiwi/7aa9e86e#7KFpVI0M04KCoh0Zbhth3Q
https://limewire.com/d/umvKR#953mSo1fyV (Apparently limewire is still a thing.)
I'm curious about this also. As much as I love the assets and the idea of this jam, it's a little too limited for my project too. There's a chest with a keyhole but no key, for instance. Also, no doors. And no arrows like you mentioned. Will it be held against us if we have to cobble stuff together? Like my key below which was made from lines in the pack, or the buttons which were taken from various sprites,
