I see, I guess I answered the riddle without noticing then.
I thought the initial track was a good fit. It was largely the final battle music that threw me. I was just thinking you'd get a better sense of fear and dread across with something a little more dissonant and a little less melodic. But I guess it all depends on the vibe you want from your scene.
Regarding my vocabulary comment, that's about what I was going for. Especially with some of your NPCs if you decided something like "this guy talks very surely and properly, never abbreviates or speaks improperly" and "this one stutters and is prone to awkward phrasing". I noticed a familiar speech patterns across a couple of different NPCs.
It's possible I was having a bit of trouble with some of the concepts, I tend to be pretty literal. There were quite a few paragraphs of text in succession without a lot of gameplay in between. For a game of this length, it's pretty common for the story to be something that can be summed up in a few sentences.
I was wondering if it was a meta choice to have to art style change, but my suspension of disbelief did take a bit of a hit.
I'll be sure to take a trip to your page when I'm in the mood for detailed worldbuilding!