Why do I like it?
I really like the concept of utilising non-Euclidean spaces in a practical scenario. Tea for God uses this property in their game such that the player can simply mark out the available space in their room that can be used for gameplay. The game then maps out the possible routes that can be taken such that the player never leaves his/her physical allocated play area.
Why is it engaging?
I find that the game effectively manages to immerse the user in its virtual world and takes them away from the reality that they are just roaming about in a small area in their room. I feel that this might be achieved by simply allowing the user to walk in the game and not just using their hands to interact with the game like most VR games. Furthermore, with a change in the environment as the player explores the game, it gives a sense of adventure.
What features are well done?
This game features using items like shields and guns as well as grabbing objects. However, the main feature well done is the math and algorithm behind the use of impossible spaces with procedural generation to allow players infinite movement within their own place.
What features can be improved and how?
First off, Tea for God is officially still under development so there are still several unresolved issues. From gameplay videos about a year ago, they have issues properly resolving the condition when a player forcefully walks through a wall (blue screen of death will pop-up). I am unsure of how they currently resolve this issue. However, I would probably implement the error handling as (1. Freeze the game, 2. Notify user they are out of bounds and how to navigate back to the last valid position, 3. Only once they are back at the last valid position, will the game unfreeze.)