I don't want to sound disheartening, but this was hard to play. I thought this was completely broken and unplayable at first because I assumed it was point and click gameplay. Eventually I figured out you need to use the arrow keys to move, but I got the character stuck in a corner or up against a wall around six times and no directional key would get me unstuck. But sometimes those types of things are easy to overlook or even notice when you're testing your own game and know exactly what to do. I tried to only use the guide when I was completely stumped and had no idea what to do next. No matter what I did, I couldn't get a description for anything but the tv in the first room. I looked at the walkthrough and found I had to pour water on the outlet, so I did that. But I noticed that your movement doesn't stop when you're navigating the inventory, so it was difficult to use items in the spot you want to use them. Also it is quite hard to determine what item you have selected sometimes as the description doesn't always match the name of the item. I continued and got stuck against a wall a few more times, requiring me to manually close the game and restart. I assumed the six digit number on the note was the passcode to the door. So I tried to examine the door again and I tried typing the number itself when next to the door. Then I eventually figured out the lock on the couch from brute force, just trying everything in the inventory everywhere I thought I possibly could. I had to look up the guide again to figure out you needed to use the phone to figure out the passcode and then use the phone again on the door to unlock it. Also there is what appears to be a light switch at the top of the screen that follows you from room to room.
So, I was confused about the parameters of how to play the game and when I did play the game, I was confused about what the game wanted me to do. I think having a lot, lot, lot more descriptions of things and stuff you can interact with, even if it doesn't have direct relevance to the puzzles at hand, would help immensely. Having the inventory open pause player movement would make it feel much better, and maybe have a dark box around any text in the inventory and descriptions would make it more clear what you were supposed to be looking at on screen. A little text on the screen before the gameplay actually starts that says how to engage with the game (arrow keys to move, space to inspect, shift to see inventory, enter to use item) would have reduced about 50% of my frustration. A little background music would be nice, but is ultimately unnecessary.
I'm really sorry this sounds so negative and I hate being this critical, but I don't want to just say "I didn't like it." because that's not helpful and I didn't want to say "It was fine." because then you don't figure out how to learn and improve.