This felt like a really solid and complete jam build. I played for around 15 minutes and didn’t run into any bugs or technical problems, and the core exploration/stealth loop kept me engaged.
I especially liked how several of the tools create tradeoffs. The flashlight helps reveal hidden passages, but using it can also expose you to enemies. The decoy gives you a way to redirect enemies, and the mine gives you another option when avoiding them isn’t practical. Those systems work together well.
The oxygen system also adds useful pressure to exploration. Having it drain over time, lose additional bubbles when you’re hit, and then letting the player replenish it throughout the level gave me another thing to think about while searching for keys and hidden routes.
Presentation-wise, the underwater ambience worked well. The music stayed in the background and never became annoying, and the water sounds helped sell the setting. A couple of effects felt noticeably louder than the rest of the mix on my end. Particularly some enemy alert/attack sounds and the key pickup. So I’d probably give those another balancing pass.
My biggest criticism is that, while everything worked well, the overall design felt fairly familiar. Keys, hidden passages, oxygen management, enemy distractions and stealth all functioned properly, but I kept waiting for one of those systems to evolve into something that really changed how I approached the game. The foundation is strong; I’d be interested to see what happens if one of those mechanics gets pushed further.
Overall, a stable, cohesive jam game with a good amount of actual gameplay here.