Game review
Level P Review
6.5 / 10
- Developer
- Jinakuma
- Publisher
- Jinakuma
- Released
- 12 September 2026
- Platforms
- ["Windows"]
- Genre
- Adventure
A Six-Floor Car Park With One Way Out
Level P strips horror down to a single, mundane, deeply relatable nightmare: you've lost your car in a parking garage, and something in the six-floor structure does not want you to find it. There's no combat, no inventory management, just geometry, sound, and an entity that reacts to both. Solo developer Jinakuma's pitch is refreshingly focused, "a car park anomaly game," and the reviews on file back up that the concept lands even in a genre as crowded with liminal-space horror as this one currently is: "Very spooky environment, hallucinations add to the spookyness," wrote one player, praising the atmosphere directly.
The Key Fob Is a Weapon and a Liability
The core mechanic is elegant in its simplicity: press the key fob, the car chirps somewhere on the level, and you follow the sound before it fades, except every chirp also broadcasts your position to whatever's hunting you. One reviewer described the resulting loop with real affection: "It's almost like a game of cat and mouse, you ping and the entity follows but you always gotta stay ahead so you dont get caught," calling the entity itself "hilarious and gimicky" despite the tension. That's the kind of tight risk-reward mechanic that horror games built around a single gimmick live or die on, use the tool too often and you're found, use it too rarely and you're lost, and the reviews suggest Jinakuma landed on a version of it that's genuinely fun to route-plan and speedrun, with one player bragging about a 4-minute-52-second best clear.
Randomization Cuts Both Ways
Every run reshuffles the starting floor, the car's actual location, and the encounters along the way, and the game leans into deliberately fooling the player with "false sounds, shadows and fake signs." That's a smart way to keep a short game replayable, but at least one reviewer found the learning curve rougher than fun: "I do think it's a great game, just you have to take some real time to learn it because of its random aspect, you feel like for a while you're just wandering around not knowing what's going on," going on to describe an hour and a half of trial and error before finding real traction, with the specific complaint that "the light I find confusing" even after getting a handle on the entity itself. Randomization that's meant to create replayable tension can just as easily read as opacity before a player has internalized the rules, and Level P seems to sit right on that line depending on the individual player's patience for figuring things out through death.
An Ending That Doesn't Land
The most pointed criticism on record concerns what happens after a player actually wins. "My biggest gripe with this game that there is literally 0 payoff for escaping. Like it just ends. Just a black screen and some stats," one reviewer wrote, having beaten the game on a third attempt, adding that "there were some implications of lore lying around but unfortunately we don't get to see any of that get fleshed out." For a horror game that's otherwise praised for its mood and mechanical hook, an anticlimactic stats-screen ending is a real structural gap, escape is the entire goal state of the run, and if reaching it doesn't deliver any narrative or mechanical payoff, that undercuts the motivation to keep replaying once the novelty of the chase itself wears thin.
Radios Tell the Story the Cutscenes Don't
Despite that ending complaint, there's more narrative ambition here than a first glance suggests. Scattered radios apparently carry "a full story," per one reviewer, who called it "a very cool aspect of a game" built around evasion rather than exposition. That's the right instinct for this kind of minimalist horror, deliver the lore environmentally, through found audio, rather than breaking the tension with cutscenes, but it also means the payoff the ending-critic wanted may simply require more exploration between chase sequences than a speedrun-focused player is inclined to do, a tension between the game's two apparent audiences, the players optimizing for a fast clear and the players trying to actually understand what's happening in the garage.
A Short, Focused Price Point
At $4.99, and explicitly billed as a "short replayable game" with headphones "strongly recommended," Level P isn't positioning itself as anything more than a focused horror snack, and the reviews on file, all three from players with under two hours logged, suggest that's an honest framing rather than a euphemism for thin content. One post-launch patch note on record suggests the developer is still actively supporting the game rather than treating the September 12 launch as a one-and-done release.
Verdict
Level P takes a genuinely clever premise, a haunted parking garage where your only tool for finding your car also gives away your position, and builds a tight, replayable cat-and-mouse loop around it that reviewers describe as both scary and, once mastered, satisfying to speedrun. The randomized layouts and deliberately misleading sounds keep repeat runs from feeling identical, but they also front-load real confusion for new players, and an ending that drops straight to a stats screen leaves the game's environmental lore feeling underdelivered relative to what the radios promise. For $4.99, this is an easy recommendation for anyone who wants a short, atmospheric horror session built around a single sharp idea, just go in expecting a chase, not a story with a resolution.
Screenshots
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The garage's own tutorial sign lays out the core loop: ping the keyfob, but every ping gives away your position.Image: Jinakuma via Steam -
One of the six car park floors, deliberately empty and quiet until the chase begins.Image: Jinakuma via Steam -
Pressing the key fob to locate the car, a faint shape watching from the far wall.Image: Jinakuma via Steam