While I like the general idea, the interface for "hacking" feels clunky, and the graphical style isn't stylized enough to quickly convey what items are interactable (and what they do) both in the world itself and in the top-down hacking view.

This is kind of a big deal when the "par" time limits are so tight that it's very hard to beat them even if you know what you're doing, much less when you have to hover over a bunch of stuff using controls that seem more tailored to a game controller.

You don't have to beat the levels under par to progress, but it's kind of pointless for them to even exist if you can't hit the times even when you do well. Though it's a bit strange to even have timed runs in a stealth/strategy puzzle game.