Conceptually this is a very fun idea. I wasn't quite able to escape the maze, but I did give it a few good attempts. As a proof of concept, I think that it generally does the job. Though I'd say there are three big weaknesses:
- Having a little more clarity on what the wheel does would have helped. I was able to pick up at least the general idea after a few attempts, though bullet adjustments seemed to affect both me and the enemy, so I wasn't really sure what to take from it.
- Probably my biggest issue, I don't think the wheel effects were quite as fun as a concept like this needs them to be. The controls changing were my favorites, but the time/bullet effects mostly only really served to give more or less time to escape. I think if the unlucky wheel effects were approached from the philosophy of creating more problems to deal with rather than strictly shortening the journey, it would've been more exciting. As of now, it does feel almost entirely like luck/wheel timing exclusively dictates whether or not you can even win, which is why I've ultimately dropped it.
- More variety in the level design also would have helped, most of these areas are either hallways or big rooms with enemies placed in very expected locations. With a game jam there's obviously going to be limitations with how much can get done, but I think that for example, having enemies that only shoot in one of eight directions, and/or an enemy type that moves back and forth a specified direction, would have given a little more flexibility for a more interesting maze layout.
Overall, I had some fun with it, I think for what it is it's decently enjoyable.