Sure. Full disclosure up front, I play DnD with the designer, so if you think that impacts my credibility, fair enough :)
The description the designer Greg gives is a pretty good overview of the rules, so I'm gonna assume people can check his version rather than mine (there's a rules vid on the Kickstarter.)
As for how it plays - it's frantic and really, really tense! And it can be silly as well. And it's a very very quick game (because you win or lose so quickly). You end up trying to do three things in your head at the same time - something the cards made you do (like buzz continually or not talk to anyone while somehow still getting trades), and then two different calculations about how to trade cards because you're trying to build the sets, but also not set up any situations where someone gets given an impossible condition and you lose the game.
So to figure out what's unique about it I'm going to reference a bunch of games that it makes me think of, but it's not the same as - it's like Pit, because you're all trying to make card swaps in real time, it's like Hanabi, because you have limited information and really strict restrictions on how you're allowed to take actions (though those change all the time), it's like Escape! because it's so short and there's plenty of tension (in this case the player counting down the "It's Coming!" card), and it's a bit like Twister because of some of the cards which make you do stuff with your body (to be noted - the game's set up so you can exclude some decks if they don't fit your play style, so you can take out Delirium cards if some people in your group aren't comfortable with improv and acting out)
What makes it unique is probably that it's a tiny pocket game that you can teach at a party, that can still make die-hard boardgamers sweat.