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Told you I'd get around to commenting eventually. Played through and am now free to spin forever without a care in the world for winning :D

I see lots of people comparing this to Stanley Parable, which I know nothing about, so this is my first experience with a game like this. And on the whole, it's pretty good! The fact that I stuck with this to the end (despite its length) is a testament to how solidly you executed this concept. The control scheme is nice, and the physics are all really well done.  Normally I would comment on visuals like this being bland (and I do think you could've done something to spruce them up—say, an outline shader), but I think the simpler visuals fit this kind of game perfectly. It's very much a small-scoped jam game, and the visuals fit that concept well.

The little details are also quite a delight: the control scheme UI in the bottom left (means I don't have to go to the itch.io page to figure out the controls), burst of confetti and accompanying sound effect when the player's victorious, the little objects in the birthday room being interactable, etc.

I do have a few things I think could be improved though. Generally, I think the game starts off too slow. I found some charm in the differences in the physics objects (e.g., I liked seeing the table cartoonishly fall apart when I removed the screw, as if it were a Roblox object), but it didn't feel truly engaged until the first platforming segment. In general, I wish the game built on these platforming bits more. There are only two—the first one and then the "final" boss (my favorite room)—but this easily could've been a mechanic that was expanded upon for at least a couple of extra rooms. (Yes, I know I'm biased by my love for platformers. But hey, I know my preferences.)

I also think that after the strong middle portion, the game quickly wears out its welcome. I was ready for the game to be done after the final boss room, but after it kept going for what felt like forever, I started getting exhausted. There's only so much you can pull the "now it's over" trick before the player gets tired of it, especially if there isn't that much to the gameplay itself. This isn't a knock against the rooms after the final boos though; I found a lot of them really creative. Even so, I think some of the rooms in the game could be cut to make the flow of the game a bit snappier.

Speaking of flow, the game's narrative is fun but lacks a strong sense of momentum. Initially I thought we were going to become a sort of assistant to the narrator to help them do tasks, but that ended up going nowhere. Afterwards, the narrative just keeps flip-flopping between "narrator thinks he realizes what the player wants" and "narrator angry when player keeps coming back". Eventually we get to this "narrator is disappointed in himself", but even that plot beat gets repeated. This back-and-forth contributes to the exhaustion I described earlier in the latter part of the game. The narrative concept is definitely great, but the repetition and inconsistent direction brings it down a bit for me.

Moving onto audio, it's generally really good! I mentioned liking the victory sound, and I also thought the audio in the final boss room is great (have I mentioned that it's my favorite room?). I have two suggestions on this front: (1) spinning itself should have audio feedback, not just winning, and (2) as others have mentioned, your voice is really quiet! I was playing this in VC with my friend and still struggled to hear you even after I turned down his voice a lot.

Lastly, as a previous commenter mentioned, lemme spin that red valve on the menu! 

I know this comment is much more criticism than praise, but trust me when I say I liked this game! If I didn't I definitely wouldn't have played through for the full length. Definitely one of the better games in this jam, and a super creative take on the theme. I hope Juniper checks it out!