This is seriously awesome, and a lot of fun! I have nothing but praise.
I kept thinking of various possible improvements, “I wonder if he thought of…” – and yep, you did, every time.
== Gameplay
The gameplay itself is great. A ton of variety, there are several ways to obtain a keycard and progress that are selected randomly. It's always very clearly presented so you're never struggling to figure out what to do to progress. The individual objectives vary greatly in terms from what's required from you, such as “kill enemy”, “destroy stationary objects” but also “platforming with disabled ladders and jump pads” or “rescuing hostages”.
It keeps you on your toes as to what the next crazy thing the objective is going to ask of you.
Around level 7, I started getting the hang of the game and thinking I may have seen it all and now only the level layout will change… and lo and behold, lava.
It seems it went quite fast (not sure if it just stops rising at some point), but I managed to complete the two penultimate levels in time by dropping to the top of the door and grazing the lava a couple of times, so the timer isn't overly strict, which is good.
I really hoped the finale would have something unique… and of course it did, and I loved it.
Masterful work with the game feel, too, all the little impacts, gentle screen shakes, colourful animated text, particle effects and so on.
At first, I struggled to time my shots right when I wanted to kill someone with a gun, and wondered if there was a way to recover health if I'm running low… but soon you'll learn to time your jumps right, and health ultimately isn't as important because the levels don't last as long.
Tape 6 often kept spawning interactable items or high-profile targets underneath the left trampoline, collecting them tended to slow down the pace of the level a bit (since you need to leave the jump pad, but not fall to the pit). So that was the one hiccup in my view.
I'm not sure if you can get the same keycard event twice in a row. I think I saw that (two high-profile targets), but perhaps I simply stood close enough when the next objective spawned and completed it without realizing it.
Either way, it'd be best if you couldn't get the same thing twice in a row, but if it's allowed by any chance, it didn't seem like a widespread issue that could become a big deal.
You even have Newgrounds medals with ingame popups, too!
== Controls
Kudos for using the new input system (or some other smart solution) for controls.
Whenever a developer picks 'Z' as an important key, I always struggle as a Central European with QWERTZ layout (Z and Y swapped), here it seems to be based on the physical key location.
AZERTY users will probably be happy, too – and you can even rebind if that wasn't the case.
But you're still displaying 'Z' key even though I'm technically pressing 'Y' in my keyboard layout.
The arrow key information in Key Binds settings seems needlessly long, and results in tiny font size barely fitting into the button.
Consider just going “Up / Down / Left / Right” or perhaps try icons with actual arrows.
The game doesn't seem to have gamepad support; you could consider that to add the proverbial cherry to the perfect cake.
(At least I think it doesn't, with my Xbox One controller. Movement axis yes, other buttons nope.)
== Sounds and music
They perfectly fit the game.
At this point, let's also appreciate you crediting everyone whose sounds and assets you used, even though in some cases it technically wasn't required.
== Graphics and UI
Let's not forget to mention this.
I love the style, and how consistent everything is. Important objects are clearly highlighted, and impending doom is well-telegraphed. In the Settings, even hovering over the animated menu buttons is fun.
There's rain, a gentle parallax effect on the backgrounds and environments but you can easily distinguish important objects from the backgrounds. The player character has a faint glow around to make this even easier.
When you die, the restart message flashes at you, prompting you to have another go right away.
There are quality-of-life features, like displaying your best time when you retry a level.
The fullscreen button overlaps the keycard count. The other side of the screen seems free if you'd like to avoid this.
If you pause while you're on the game-over screen, the menu appears behind the semi-transparent fader.
== Closing thoughts
Did I mention I quite like the game? I think I did.
It's an amazing game, you've done a terrific job and can certainly be proud.
P.S.: Do you know about Pixel Day next week?
https://www.newgrounds.com/bbs/topic/1541117
Since it's been published here and elsewhere before the event, it won't be eligible for the competition, but you can still get added visibility later with the “pixelday2025” tag.