Thank you for the feedback! I'll add SFX calibration to my list of post-rating fixes & improvements.
I kind of went a little overboard (so to speak) on the story. I stayed up until 2am Friday working on it.
I spent Friday hashing out the story as well as the movement and combat systems & rudimentary enemy AI, Saturday on the dialog system, the mystery mechanic, and the UI, and Sunday on the front end, the sound system, and the fail conditions. I worked on graphical assets throughout as needed, with the player & enemy animations coming first.
The static in the transmission panel gave me some unexpected grief; I like the way it looked, but I couldn't figure out how to swap it out for the portraits when someone was speaking. (The solution, btw, was to use .overrideSprite instead of .sprite, which works for sprite renderers but not for images in the UI.)