If i were to describe Your game in one word it would be uneven. Immediately when the game starts you see a well made walking animation (I loved the bobbing cardboard) on a basic, monotone background. Your text looks great, is well structured, are descriptive and not too long, but inconsistent - controls are on the itch page, but don't show on the first text the player sees, only when he picks up the scanner - by then he must've had figured them out. The objective aswell as the reason, why the character has a cardboard box are puzzling, which is the reason for my score on "Special Object Implementation" the box seems to only be a visual, not serve a purpose. Also why does the player need to go down to go up? Wouldn't it be more clear to make the objective above the spawnpoint? When it comes to puzzling things - SCANNERS. Firstly, because the objective is unknown it's not clear when to use your scanner and when to ignore the threat. Secondly they are bugged :c after having one I picked up another and then I had zero. The hitboxes of enemies are confusing - you need to hit the wardrobe right in the guts or it won't register. There is nothing worse, than when the player feels unfair. Where This Way Up really excels is the sound design. For me there are no inconsistencies, the background music - like all the other SFX is fitting and played at just the right volume. The feeling of an approaching enemy is greatly amplified by the fantastic music. When it comes to audio for me no questions asked 5 stars. The game is pleasantly short, but not too short. Overall just as I said apart from the music it's inconsistent, mixed. There are great parts you should be proud of, and lessons to be learnt from this project.