Hey @huihang, thanks for the honest feedback! You're absolutely right, if we look at the core gameplay loop at face value, it really is just "run to cube, collect cube, repeat." I'll be the first to admit that mechanically, it's pretty bare bones.
This type of game lives or dies by its narrative hooks and how much the player engages with the meta-commentary and different story paths. When that doesn't land, you're left with... a pretty boring collection task.
I totally get why it didn't click for you. The gameplay itself isn't carrying the experience, so if the narrative angle doesn't grab you in the first few minutes, there's not much else there to keep you engaged.
I'm planning to work on more meta-narrative games going forward, and understanding how to tackle that boring aspect is definitely something I need to figure out. Missing sound/music doesn't help, but there's a deeper design challenge there about keeping people engaged while still making the key point about mundane tasks. It's a big critique of these types of games in general.
Maybe mixing meta-narrative with another genre could help address the engagement issue, though that'd be a massive undertaking for a jam timeframe. Another approach could be leveraging proven dopamine mechanics, like clicker/incremental gameplay (similar to Clickolding), which might keep players hooked while still delivering the meta-commentary. But it'll always be some kind of gamble.
Anyway, I'll stop here before I dive too deep into design theory. Appreciate you giving it a shot!