This one was really cool. Definitely one of my favorite entries so far. Audio and visual design were genuinely unnerving compared to what I've come to expect from a lot of RPG Maker horror games.
The fakeout intro scene really stood out to me. You absolutely paid more attention to detail than most people would for something like that. Not just the default assets, but also the corny, self-referential writing worked wonders to sell me on the fact that this was just someone's awkward first project. It was just the right amount of cheese to lull me into a false sense of security before the actual game started. (Also a very good choice of audience; it would go over a lot of people's heads if not specifically submitted to a jam full of RPG Maker devs.)
It's very hard to make RPG Maker games feel unique, so it's super impressive that so many different play styles were pushed into this one experience. None of them feel too similar, even in their simplicity, yet they all still sell the idea of being made for a very old console/computer. The small details like the restricted color palette even across different rooms were also appreciated.
Most of my criticisms are nitpicks, honestly:
If I accidentally passed over tutorial text before reading it, which I did for the first two games, I had no way of getting it back. The second game was pretty self-explanatory, but it took me a while to figure out what I was doing for St. Peter's Cross. The square-pixel font used for some of these tutorials was also very hard on the eyes, so I'm not sure how much I would have processed regardless.
I like the slow pacing, but some of the cutscenes felt just a biiiiiiit too drawn out. With the game "breaking" in the intro, for example, things took so long to visually fall apart that, even after realizing what was happening, I'd assumed the game just actually froze in the middle of the creepy transition. If just a few seconds were shaved off, the anxiety wouldn't have that time to fade away. The same thing happened towards the last scene of the game, though I forget exactly what transition it was.
I get that the Devil's exposition at the end was kind of a necessity for a jam project—I know planning out a non-linear story is a process that can take months in and of itself—but I would have liked the details to be spread out over the course of the game a little more. It was just a bit obvious that the Devil wasn't talking to me as much as the writing itself was, so it felt a little unnatural to get the information that way. The censored Wikipedia screenshot was a really neat hint at what a subtle build-up could have accomplished, and I really liked starting to piece together what RSR was doing and what the screenshot might have had cut out of it. (On that note, it also frustrated me a little to get the full version of the screenshot later. I'd already gathered the general idea, and the last screen sapped the fun out of putting two and two together.)
My criticisms are always long-winded, but seriously, don't take it as a sign that I disliked this at all. Like I said, this is easily one of my favorite entries. I just tend to give verbose feedback to games I really enjoy because of how much potential I see in them; I like to be detailed since I think micro-adjustments are the only improvements to be made at this point. I'm very excited to see what you come up with in the future.