I see, it’s probably pretty easy to adjust the size.
In any case, it’s really great. I wish you every success with this project and with all the future projects that will use your tools.
In my opinion, you’ll go far that way!
Here are a few points that I hope are constructive: I experienced quite a bit of slowdown on my machine (NVIDIA GTX 860M, Intel Core i7-4710HQ at 2.5 GHz), so I couldn’t go very far. From what I saw, the environment is vast but also quite empty, and the proportions don’t feel fully there yet. I wasn’t able to enter the wooden house at the start, even though the door interaction seemed to allow me to go inside.
Right now it feels like a very great technical demo and if you release updates, I’d be very interested to see how the project evolves. This is clearly an ambitious and technically impressive project, especially because it’s based on Love2D. I imagine it must have been quite challenging to get 3D working with that engine. The atmosphere is already very successful, with sound effects and music that are really well done and contribute a lot to the immersion. The world is vast and makes you want to explore, even if the gameplay is still light for now. I would also have liked to see the credits mentioned somewhere, either on the itch page or in the game itself, to better identify the people behind this great work.
Here are a few points that I hope are constructive: the game feels like it’s missing water, since the screenshots show some and in my playthrough my sandcastle slowly crumbles without any visible water around it. This might be a shader bug related to your WebGL version? There’s also an issue with the sound settings UI, which is far too small; making it larger would definitely improve readability.

Other than that, this is a very good jam game that fits the theme perfectly, and it’s also very relaxing. Well done!
Here are a few points that I hope are constructive: some floor textures make the environment harder to read, due to patterns that are too busy in terms of detail and color; lightening the floor, perhaps by making it more opaque or more neutral, could help. I would also have liked a camera that detaches a bit from the character depending on where they’re looking, because in 16/9 it’s sometimes hard to see enemies coming from the top or bottom of the screen.
The “elevation” theme fits well with the elevator in the game. Aside from these points, I had a lot of fun. I really liked the cigar UI, which feels very original. The illustrations are of very high quality for a jam: the composition and framing match the situation perfectly, especially the shot focusing on the eyes behind the glasses, which is spot-on. The gameplay is very clear and pleasant to play. I don’t know if you plan to take this project further, but it would be great to see a follow-up.
This looks like a very ambitious project. From the various models and concept drawings I’ve seen, the vision is already compelling and clearly well thought out. Your team has done an impressive job given the constraints, and it’s never easy to coordinate that kind of work in a group. I’m not sure whether there will be further updates that would let us actually play it, so I can’t fully judge the project as a whole yet. In any case, I really hope you continue developing it!
Some of the minigames become a bit frustrating after a while, despite the variety, either because of their length or the lack of margin for error: the breakout section drags on during the last few pieces, the mole game is very fast with a pointer that feels too precise, and the crab minigame where you have to save all the sandcastles felt almost impossible to complete. Unfortunately I couldn’t finish the game due to time constraints, and I didn’t really feel the “Elevation” theme in what I was able to test.
That said, the pixel art fits the “Summer time” vibe well, the SFX are well chosen and well made, and the overall presentation feels polished. The intention is clear and the work is there. Maybe with a bit more in-game guidance for interactions (beyond talking to NPCs) and some difficulty rebalancing, the project has real potential.
Of course, this is just my opinion, I’m pointing out the things that bothered me a little and the things I really liked. In any case, it’s a fun game, so I’ll keep an eye out for updates.
Unfortunately, I couldn’t get very far: there’s no real way to move horizontally. The wind helps, but it’s too limited, and I couldn’t find any fuel after the first NPC/volcanic island. I also encountered some UI bugs (the gauge on the right, the inventory) and moments when I went off the map on the left. I’ve included some screenshots of the errors in case they’re helpful.

That said, I really love your concept! The atmosphere, visuals, music, and UI are top-notch. The fact that you collect gear as you climb makes the game very engaging. It’s very promising, well done for the game jam, and I can’t wait to see the next updates!
PS: I like that when I try to remove the person in the hot air balloon from the inventory, I get the message “People cannot be discarded.”
Even though visual novels aren’t my usual genre to play, I found the experience pretty fun. The dialogue flows naturally: simple and smooth, it really highlights the contrast between the peaceful moments and the prototype’s downfall.
I was relieved to find two distinct music tracks (day and evening/campfire), which helps avoid repetition.
I suggest adding sound or visual effects, as well as hand-drawn backgrounds, to enhance immersion. Similarly, improving the UI would help create a more polished version.
The ending of the prototype surprised me a bit, probably because I’m unfamiliar with this type of game. I wish good luck with the rest of the development!
Overall, it’s a good concept!
There are a few suggestions for improvement:
I think it’ll be easier to choose a room if you have a yellow outline with an arrow above each area where you can seat the customer rather than transparent black, because I didn’t initially expect to be able to select them. 😅
I also think their preference icons should be bigger, because even on my TV, I had trouble identifying them.
As for the rest, the visuals are nice and well chosen. And it’s cool that he reacts with hand drawn emoticons. Good work!
Thank you, that’s very kind of you.
Regarding the moving planets, which can be unpredictable, I think it would be helpful to show their positions visually. This way, players can better anticipate when they’re entering an area with moving planets and avoid rushing into one that suddenly appears. Perhaps a mini-map with markers indicating potential hazards could also work. I’ll look into updating these features when I have time.
If you have any suggestions, please feel free to share, they could be very helpful!
Yes, sometimes, I guess you need to wait for a certain moment to avoid crashing. However, if you have any ideas for solving this aspect, please share them, especially for those who don’t want to wait.
At the moment, the only idea I can think of is based on Mario’s principle with the star: the ship would become temporarily indestructible and could thus destroy the planet. But I’m not sure about this solution yet.
It’s look interesting. Anyway, I understand that the vision of the game can change along the way and that time may be short. The important thing is to have done what you can and to practice, either for updates or for future game jams, in order to improve next time. It’s a long process, but a natural one. As long as you learn something about the creative process, in my opinion you’re a winner. ^^
The artistic aspect is simple and attractive. In game, the animation is just slightly missing. The gameplay, on the other hand, is too simple. Perhaps with a scoring system, you could propose the loss of a point when the color doesn’t match when clicked.
It’s not easy to make a rhythm game, but congratulations in any case.
The game suffers from a soundtrack gap, which would be nice for an update. Otherwise, the idea of having a team to help fight enemies through the levels is a good one. It would be a good feature if the allies and the player could cross each other so as not to get stuck in certain places.
Overall, the game needs a bit of polishing here and there, but it’s a decent game and it’s playable!