Indeed, the game is meant to end abruptly matching the unexpectedness of life / death, so we were very curious if that would resonate with players. Agreed with your excellent criticism; to realize the scale of the rest of the intended experience, we planned to keep the basic game loop simple, and potentially expand on it if we had any time left over at the end, but of course, ran up against the deadline (we also had a wheelbarrow submitted as we were preparing exports an hour before deadline, haha; the lovely last-hour chaos of Godot Wild Jam!).
Was very nice to hear the atmosphere came off as immersive as we'd hoped. Very much a credit to our environmental designer, sound designer, and voiceover artists who'll be happy to hear these comments. Thank you for this helpful review!