I think they idea is rather interesting, it's just a bit too easy to cheese for it to be super compelling but I was still entertained enough to make it through the levels and then through harder mode. I feel like the lil nugget of design where a flask breaking turns the game from a slow exploration into a manic run for the exit is really fun and could certainly be further explored but there's just a couple of quality of life things that hold it back at the moment.
I think the big one for me is that the jump is really unforgiving considering how tight and blind some of the jumps you have to make are. I'd just extend the grace period after you leave a platform but can still jump so that it feels a bit more responsive. And also the way the door works is really frustrating. There were times a flask dropped as I landed next to the door, and since it's automatic I'd lose the level right as I was about to win. And finally I think the difficulty curve is really uneven, and without a score I don't have a good reason to try and keep a flask alive when I'm right next to the door, so the levels that were just a long hallway with 10-20 flasks were actually the easiest despite being some of the last.
All that aside tho, the aesthetic and presentation are all on point. The retro PS1 graphics, the rock soundtrack and the echoy footsteps and sound effects all add to the experience, this game is definitely a looker. And also bonus point for that effect that happens when you click outside the window, where a faint echo of the song plays before stopping so it's not an abrupt end. Real nice polish.
A real nice entry for the jam, lots of polish and a bold experiment for the theme.