there is a way to get to the lab from the manor, after having collected the keycard from the manor.
Surely you've collected the 2nd floor key before? Using that key, you'll be able to explore some of the doorways in the west wing
I agree with VocalRhapsody mostly. I liked what story I have experienced so far.
What's given has been good- up to the forest part and the festival of life, where continuation of the plot requires submission of the character to these things happening to him, and I much more liked the dream world tricking him into furthering the plight placed on him.
I'd love to be more drawn to the story, but at some point the player isn't guided through the offerings of the game and they're just sorta cut loose to wander about vaguely through the lore without any promise of story progression.
Also, the puzzles are really tough- and at some point you're more guided to them through curiosity of how the pieces interact vs a promise of exploring the plot.
Tldr: I like the plot, but based on how you referred to the game as Yuki Nuri's Nightmare(i don't remember the name) it might just be the sacrifice of choosing to make this style of game.
that's a darn good question.
All I can think to offer is the school library puzzle.
Anything else, the game is still in development- so there's only so much content that could be in the game. You might have exhausted all the content(hell if I know because I'm less good at puzzles than I thought I was)
Is there any point to Use>Name the different Mushrooms other than personal reference?
Do all mushrooms that look the same behave the same way?
Is there a dependable way to get the key to the shackle? If memory serves, I remember a need for scissors in there, and just was able to bring them- but was unsuccessful on getting into the shack with them.
1. Don't worry about the library. She's not in there.
2. Check the basement.
2a. Refer to the map west of the door painting. Not all walls are as they seem.
3. The library key is in Jennifer's room's bath room(I haven't been able to figure out how to solve the puzzle in that room, even with the directive)