Ur a legend!!
I have taken a bit of a break from gamedev atm, but I may return for the sake of the expression of love
Do you think you'll still release the project?

I'm probably gonna work on a personal project that I've been cooking for a while. Too much programming ;_;
I can do design sketches / level design if you want to shoot me towards some programmers but otherwise I probably won't do that jam. Are you gonna do the junipers jam?
I like the premise of waking up inside of a liquid tank as the tutorial but it really should be skippable. The first time is okay but repeats are just waiting games. The visuals and atmosphere (literally) are quite fitting. The cutscene of being flushed into space was an interesting touch.
The controls were pretty self explanatory tho the tolerance for the lever in the capsule is very unforgiving. I pulled it when it was touching green and I got the same death screen. I suggest making the descent go faster (at least 3X) so there is less downtime considering you only have 2 other controls to juggle aside from the lever (I assume the parachute controls)
Assuming you wanted to expand this in the future, you could include some audio dialogue that changes each time you die.
Also, I recognize that flame texture! (balatro godot shader)
If you tab out of the game, the game doesn't recapture the mouse, tho it seems ur already aware of that
+1 on adjusting the turning of the crank so that your whole head doesn't bob around at the same time
Alright I played thru it!
I really like how the artwork changes while you play the game, the environmental design is great
I got the sense that the people on the wall and the encroachment of critters had something to do with the players deteriorating conditions
I think there is a case to be made for keeping the jumpscares if they are to represent intrusive thoughts/memories that appear when interacting with a given memory object. They are more startling to the player than they are scary. You could look at Spooky's jumpscare mansion for how jumpscares are interwoven with moments of dread (though there the jumpscares are played off as more silly)
There's a spot in the game where you can get softlocked by the bed


Love to see a house centipede, tho they aren't supposed to be scary, they actually eat the roaches
THANK S FOR PLAYING!!!!!!
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The game had an update patch where I reduced the rat doomwall speed, that's prob why there is a discrepancy between CheeseOnCheese's video. The speed is in the _process(delta: float) -> void: function
There's a hop function that was made for the rats early on by Gigglez but they sadly can't climb walls
there are approximately 3 million rats in New York
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THANKS FOR PLAYING!!!!
The game was originally coded to be an endless runner but there were issues with how it was coded. The player character kept sinking into the floor when the whole level environment was moving instead of the player.
Switching to a traditional platformer control scheme fixed it. It's possible to add a constant velocity to turn it into an endless runner (with a finite stage length)
I was most inspired by Dino Run when making this.
I thought about making a constant moving camera like those Mario scrolling stages but abandoned that since it seemed like those levels were not loved by players.
I made the player get immediately hit by rats at the beginning for immediate life reduction feedback.
Youtube is for culture :)
Thanks for playing!!!
This game was pretty intuitive and self explanatory to me, BUT that implies a familiarity with GrecoRoman mythology. God , I loved outer space as a kid.

These unreal engine games max my CPU when I run them and turn my PC into a space heater.

The visual with the hand sprite extending outwards onto props and paintings is fitting. I really don't want to be stuck in front of the computer all day.
I really appreciate the surreal vibes in this game. You might enjoy playing some of the games I've made: https://astecarmyman.itch.io/surreal-lifestyle and https://astecarmyman.itch.io/confront-your-fear-the-lifestyle
A suggestion for the controls:

There's a good solid base for a silly game here. If you want to lean into the brainrot aspect you can look to YouTube shovelware and make fun of reaction gamer tropes.
I'm not sure if there was supposed to be sound cuz I couldn't hear anything.
In terms of features what I'd like to see:
Thank you for making the movespeed fast, tho when you die there should be an option to go back to where you were instead of restarting the whole level again (aka each key gives you a checkpoint)
I felt like a rat in a maze searching for keys
I got motion sickness while playing this, art is cohesive asides from that
This one was fun to play and I really dig the art style! The ground pound and jetpack felt nice to use + it was hilarious to randomly receive an AK in a platforming game. The checkpoints are forgiving
Interesting decision to have jump tied to W and movement left and right to the arrow keys. Forces the player to use both hands.