I'm sorry, but there's literally no way to win against this xD
Happened round 2.

I think most people (me included) took the very strong wording of the challenge (in a SIGNIFICANT way) combined with how strict many of the others have been and assumed it had to be like a core mechanic. I could have very well checked that box because most of my levels are kinda symmetric and balancing is a big part of my game, but I didn't feel like I earned it - which is kind of what they're there for, not boxes to check but hard things to design around and commit to if you want to.
What's there is mostly well polished, the art and design looks beautiful. However, the inability to find each other and the lack of communication of the signal mechanic (also that the drones don't do much) kind of hamstrings it. There's a lot of potential for a really fun game, it's just a bit unfinished.
Hey! Someone else who made a turn-based game with a CPU mode!
The game was super fun, the sound was well-executed. I assume the fact that you can't see where your opponent puts their items is intentional, it creates a fun game of chicken in terms of drawing from the chests. Occasionally the AI would just not finish taking its turn and softlock me, but that's probably a pretty hard bug to fix.
Edit: I'm curious how you implemented the AI. Is it just a layer on top of the base two-player mode but automatically performing actions?
So. Much. Fun.
The emails were really well-written, I loved the storylines going on across them (Ben best :3). The effects for each email felt good, and it never seemed to run out of unique e-mails. Eventually I started picking up on a pattern in the writing of each e-mail as to if it was phishing, but even then it was still super fun.
Really quite fun, I could play this for hours with a few small adjustments. The menu is clean, the art is amazing, and the gameplay loop feels good. The inclusion of lots of counter spaces and the settings menu is the cherry on top.
I wish the movement speed was a bit faster, it felt a bit frustrating to trudge along under a tight timeline. Additionally, I could not get past day 2 as the drink they asked for required a lava lamp which I just could not find.
Also the story was really good, it felt engaging and actually relevant to the gameplay.
Surprisingly fun, the recall mechanic was super cool. I do wish the controls were explained ingame or some form of teaching the mechanics happened, but the fact that a help menu exists is a huge bonus.
The mouse sensitivity was a bit high and the FOV a bit low (although I'm biased, I play on pretty high FOVs usually), and I was able to cheese almost every orb with some cheeky airstrafes, but all in all a well put-together game!
Upon submitting my project to the jam, I got followed by a couple of accounts who all have a similar creation date and amount of accounts they're following. I'm not sure if this means anything, but I figured I should report this somewhere so the moderators are aware.
Edit: They all have very similar naming schemes too.