Thank you very much for your feedback! :D
We were actually pretty bummed out after recognizing the issue, as we were running out of time (two all-nighters in a row and c.a. 6 hours left). We've made a biiiig mistake by making the main gameplay loop too tedious, and we couldn't fix it in time, as it would either mess with the upgrade system or require us to make 3 levels in the span of 6 hours :D
Generally speaking, we wanted to convey the feeling of suspense and dread by making the player fulfill a seemingly easy task. Like how hard can it be to drag one thing from point A to B? Well, then the strategy comes into equation. You can't block your own escape path in the narrow corridors, you need to have an anchor in case of an emergency, etc... Our prototype version allowed the player to teleport back to the anchor while holding the Relict, which drastically shortened game time (25-30 mins on a decent run down to 10-15) and we felt it was a bit too easy. Looking back, we probably could have shortened the anchor range and allowed the exploit, but that would require some extensive testing too.
I fully agree with your points. We've actually already made a version with smaller rooms, as we plan to develop the game a bit further. The audio thing is definetely a thing we overlooked, but thanks to your comment we'll take care of that :D
About the blockades... Totally intended. Totally. (it's definitely my fault cause I thought I fixed them but apparently not T_T)
Once again, thanks a lot! It really means a lot to us to receive such valuable feedback from the player, plus, you have no idea how much your comment uplifted the team :D We'll definetely take your experience into account while making a refined version. I'm glad you had fun with our little project! :)
/Clavertus