Sure, once I get some time to find it, though I'm not entirely sure how I would share it. Also, just so you know, the code is a mess lol. Thanks for playing it, though!
Kai
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I have very little experience in horror, so yeah, I'm also not too experienced on how to make scary monsters. With the alt+tab thing, it honestly could've been a coincidence or something like that, so if it doesn't do the same for you, I wouldn't worry about it. Also, I'm not sure why you linked that game since you didn't say anything about it. You mentioned my feedback, so did you want me to play it and give feedback? Or was the link a mistake/meant to link something else?
Oh, I definitely don't think they're easy to make. You clearly put effort into this and you did a good job! I just tend to not like playing them. They're almost like their own genre, and I just don't usually enjoy them. Though I do watch YouTubers play the horror ones, since it means I'm not the one that has to deal with the chase scenes lol
I think if the mysterious person had less of a role, it'd feel more like an easter egg. Rather, I'd say they were a somewhat large part of the story, as one of the games was cut short due to them. and hearing nothing more about them felt like I was missing out on somewhat important information. Also, I wouldn't mind proofreading the game's text sometime next week when I get some free time ^^ I'm one of those weird people that enjoys that kinda stuff lol
I tend to have a bias against RPGMaker games, but I enjoyed this one. I like how you added the puzzles, and how they differed from each other. I also liked that puzzle pieces didn't auto lock, and you didn't have to lock the pieces into place to "solve" it, instead solving it in a more realistic way. The other characters solving puzzles was a nice touch as it made them feel "alive." One of the puzzles requires knowing Japanese numbers, which I loved because I got to use my languages knowledge in the wild, but I'm not sure how others were meant to solve it.
I appreciated the inclusion of checkpoints, though it should be made clearer that the animals are the checkpoints. The chase sequences suffered from the same problem as most other RPGMaker horror games. They're a bit glitchy, and there's no room for mistakes. They do add panic and anxiety, but when they're this difficult, they start causing frustration more than anything. The transition of moving the stool to under the ladder was a little bit confusing, and could benefit from some sort of dialogue. Also, puzzles still sparkled even though you could no longer interact with them.
The game had a good creepy atmosphere, though the music was a little repetitive. The game itself really felt like a waking nightmare. The events in the game were terrifying, and they continued to happen with no hope in sight, causing feelings of dread and despair. The writing could use some proofreading, and some word choices seemed strange, but for the most part, the story was good and kept my attention. However, the ending sort of fell flat. There were a lot of unanswered questions, and there wasn't enough information given for the player to fully understand the story.
I really loved this game. I usually don't enjoy visual novels, but the cover art drew me in, the screenshots got me to play, and the story kept me playing. I believe I got all endings (three).
I love the art style and all of the art, which both matched the theme and added to the horror. The environment design made you feel trapped. Mr. Mike Mic went from unsettling to horrifying. Wife had an "almost normal" appearance. Even the hat guys felt off. My favorite part art-wise was when Mr. Mike Mic's shadow shows up on the wall in front of you.
Though the writing needs some proofreading, and the "mysterious person" was a major plot hole, the story was captivating, and the horror was done very well. This game really fits the Dreadful Nightmare theme, and implements both the descent into horror and false hope challenges effectively. You're a great story-teller.
The main character describing how they struggled to move is fairly reminiscent of actual nightmares, creating a trapped-in-a-nightmare feel. The upbeat sound design and setting made the game feel like a game show, and when contrasted against the story, enhanced the horror. So did Mr. Mike Mic occasionally slipping out of his charismatic game show host persona, showing his true nature.
I forgot I was playing a horror game until the key question. That was a great way to start the horror: completely out of nowhere, a bit unsettling, and it being played off as an innocent joke. The escalation of horror was set at a good pace, too, going from normal to unsettling to horrifying.
Usually when choices don't matter, it's detrimental to the game, but it worked here because it was part of the game, and the lack of control created a feeling of helplessness. When you were given choices that mattered, along with hope that you had some control of the outcome, you learn that nothing you did truly mattered, turning that hope into hopelessness. You did everything right, and it still wasn't enough. The slow realization that you're right back where you started only adds to this.
I only found two bugs, one with the options menu and one with one of the trivia questions at the end. When I turned the sound effects down a little, it seemed to have turned them off completely. When asked what the first question was, selecting the correct answer behaved as if I selected the wrong answer.
I liked how the menu was styled, as well as the transition animation. The overall gameplay was fine, though walking was far too slow, especially when struggling to find a key. Also, the hand icon showed up even if I wasn't close enough to interact, which led me to think maybe it was bugged and that I couldn't actually interact with that object. The interact range was also far too short, and some things I struggled to click on. I liked that in the bedroom loop, the keys weren't difficult to find; upon going to the previous room, the key was right in view. One thing I found very confusing was in the key room, the hint paper said "look at what you just acquired." I wasn't sure what it wanted me to do, or how to do it. I just picked up every key and then went to the door.
The game had a great atmosphere, and a lot of the things that happened throughout the game (such as things being upside-down, rooms changing, things turning black and white, the red text "end" on the wall, etc.) only added to that. The jumpscares were a little bit annoying, but weren't too bad. I thought it was cool how you kept waking up like you were in a nightmare you couldn't escape from. The audio of the character's heartbeat and breathing only made me more anxious, causing me to feel closer to how the character was likely feeling.
The writing could use a little bit of proof-reading, but I understood and enjoyed the story, and liked how the end was presented to the player via a newspaper in the beginning. I also liked how most things had flavor text which changed as the environment got creepier. The zalgo-type text was mostly a plus, though some things were difficult to read because of it. The flashlight also made things difficult to read, as I had to turn it off first. There was also a bug in which the lamp flavor text would display upon opening the door.
Overall creepy game with a cool visual effect. Pressing tab to show objective was nice, though the left/right clicks can be condensed into left click and just toggle (ex: if a door is open, and you left click, it closes). The atmosphere was great for a horror game, though the story and what was happening was a bit confusing, and seemed random. For example, at one point I was suddenly in the basement, and I have no idea why. For a lot of the game, I had no clue what was happening.
The monster appearing/disappearing with a loud sound was a step up from 2D image jumpscares, though not by much. The car jumpscare was very predictable, as I think a lot of horror games have used that, so the player expects it. The chandelier was a very good touch; it made me anxious walking down the hallway to those red lights, just to find I was afraid of nothing. It used the fact that everyday objects can seem scary even if they aren't, making for a realistic scare.
The concept was cool, though the gameplay was too slow to keep my attention. There also seemed to be no end state, in that you just play until you eventually lose. Movement seemed like it was meant as a mobile game and not a PC game, but it wasn't all that bad. The ending jump scare was far too loud, and rather than scary, just hurt my ears. This is clearly a horror game, though it didn't really seem to fit the Dreadful Nightmare theme.
I replayed the game and was able to get through the whole thing! The story was interesting and thought out (as well as creative), though the very ending was a bit confusing. After the warehouse, the game gets really creepy; the horror aspect of the game is done really well, though some parts were a bit too loud. I like that each time you wake up in your house, something is visibly different. Not only does this add to the horror, but it takes away any confusion whether the game is still going or has simply restarted.
I did have one problem with the brick room as there didn't seem to be any feedback when clicking the bricks. I understood that I was supposed to click them in a certain order, but I'm not sure how I was supposed to figure that out, or if I was meant to lose. As for the hitbox bug: the arrow button was also bugged in the warehouse, but only if you walked forward and then tried clicking the button. I think it's just from the hit boxes changing when you move back/forward. I'm not sure if any others were like that.
The false hope was clearly in the end, though I think the brick room gives a better false hope. In the end, it's sort of predictable that the monster isn't gone. In the brick room, the horror kept escalating until it suddenly stopped, and for a moment, my thought was "Oh, nothing happened, I'm safe." And then something happened :')
As I said before, the effort you put into this game shows, and it's fairly unique. You made a fun horror game.
I appreciate you adding W/S controls option btw!
When this game ended, I was a little bummed; I liked it and didn't want it to end yet! I love the overall style of the game, the atmosphere, the story, the art, and the gameplay. There were a few issues with the game, as well as a pretty major bug. One issue was the sprint meter; it became annoying fast, as things were spaced out pretty far away, compounded by the fact that you had to go back and forth.
There were also some small issues, like a few writing mistakes, and some of the animations. For the sprint and pick-up animations, the clothes weren't animated along with it, making it look strange. Picking up an item and immediately sprinting also caused a strange animation. While not a big thing, it was funny which might not be the intended reaction. The pick-up animation was also usable even if there was no item to pick up, which was also amusing.
Major Bug:
TL;DR: When you die, your inventory isn't cleared. Your inventory also doesn't clear if you escape to the main menu and play the game again.
I grabbed the axe, died to the leeches, respawned, and grabbed the axe again. Suddenly, I had two axes. So naturally, I proceeded to fill my inventory with axes by repeating this process. Unfortunately, I couldn't have more than the provided inventory slots, but with six axes, I've never felt safer.
Now, it doesn't end here, as the remaining gameplay also behaved...strangely. With my six axes, I used one to destroy the barrier and grabbed the torch which went into the newly vacated slot with no problem. And then the doll. That poor doll never stood a chance. I picked up that doll, and it simply vanished into the void, never to be seen again. The ghost girl didn't care for my plethora of axes, so I could no longer progress.
I had to restart the game to play it as intended, so my axe days were over -- or so I thought. I returned to the main menu, went back into the gameplay, and...the girl was for some reason holding a lit torch. If I moved to the next slot, she put the torch away, and scrolling back brought it back out. So the item was still there despite being invisible. I tried using one of my invisible axes on the barrier, but that didn't work. Anyways, I picked up the axe to find I was indeed cursed to forever have pockets filled with axes.
Despite the bugs (which honestly, I had fun with), I really enjoyed this game. I hope you add more to it! ^^
I found this game both slightly unsettling and amusing. Making a game based on an eyesight-testing image was an interesting and creative choice, and it was cool that you were able to make a game based on this alone. I played this game as a "break" from some of the games with a scary atmosphere, but then once you wake up from the nightmare, you're in a creepy atmosphere -- I preferred the nice field with the hot air balloon.
Art/Design:
The menu screen looks nice, though the start button was very small. Some of the text was hard to read because of the background. The environment design wasn't bad, and the character you play is cute. One issue with the environment design was the room with the piano. It was huge with barely anything in it, which made it feel empty.
Gameplay:
The game is a short, simple, enjoyable experience. However, the camera angles and auto camera detracted from the experience. At some angles, it shows the sides/top of the character image. You could make it so that the character image always faces the camera, though I'm not sure this would work for higher camera angles. The camera also interfered with the controls, making them work unexpectedly. It looks like WASD was moving the character in relation to the character's orientation rather than the screen orientation.
Horror/Theme:
I honestly didn't feel like this was a horror game. It didn't have much of a horror atmosphere or theme, and nothing scary happened. I imagine the screen randomly fading to black was meant to add a spooky aspect to the game, but it didn't have that effect. Rather, it confused me, and it was irritating that I had to wait until I could see to keep moving. I also feel it only loosely fits the theme with the beginning image and drinking the soda. Outside of those two instances, the rest of the game felt it had nothing to do with the theme.
Other Things:
At the very end, when you have the game over screen and can still move around, if you hit E the character changes, which was also confusing. Another thing confusing is the description "your home is not your home anymore," and I don't understand how that relates to the game.
Despite the lack of horror and the camera issues, this game was still enjoyable as well as cute.
I wasn't able to play this game myself because my laptop fan decided on an early retirement. Which sucks, because this game looks genuinely fun and like the type of gameplay I'd enjoy. Instead, I made my friend (who isn't good at games) play this and laughed at his suffering -- he couldn't get past the first part. I can't give much feedback until I play the game myself (which I do plan on doing!), but I still wanted to give what feedback I can from watching my friend.
At the very beginning, after you go to sleep, it isn't clear that there are things behind you that you're supposed to interact with. It's also very far from the "start" point. My friend ran all the way to the start of the course just to realize he needed to go back and talk to the girl to get the grappling hook. Then he needed to run back.
I liked the ability to get little bonuses each time you lose to make it a bit easier. I also like the overall theme of the game and how you used the concept of sleep myoclonus to base the gameplay/lose state around, as well as the title.
I'll add more feedback if I'm able to play the game myself ^^
This game has a creative story with creative writing, and the story itself was pretty horrific. Though at some parts it was wordy, and other parts had some strange word choices. It could also benefit from some proofreading, as well as maybe an occasional choice when going onto the next part (because it's so short, even just one would improve it). And because sometimes people mis-click, or read and click "next" without actually processing what was read (me), or immediately forgetting what was read (also me), the inclusion of the back button was appreciated. The background instead of a blank black screen was also nice.
This game was interesting and fairly entertaining. I liked the use of the glow stick to light the environment. It didn't suffer from the problem a lot of horror games do, where the character's light source doesn't do much of anything. Some of the gameplay was confusing. For example, I didn't realize you could just walk through some of the doors, and thought I was stuck because interacting with those doors did nothing. I also had trouble figuring out when the game was "over" or if I had missed something.
Both the environment and ambience gave an overall creepy feeling. I liked the TV room as it also added to that creepy atmosphere. The jumpscares, however, fell flat, as they were just 2D images paired with loud sounds. You could also keep re-triggering them. The safety room seems like it was only added to fit the bonus challenge rather than having an in-game reason for its existence. There wasn't any danger in the game, so I wasn't seeking safety. Because of this, it didn't give the "false hope" feeling it should have given.
Some quality-of-life considerations and bugs:
During gameplay, Esc closes the game. Most people press this in-game to check for some sort of game/options menu, not expecting it to close the game. I was checking for a menu because the mouse sensitivity was too high. Trying to alt-tab (a shortcut to switch between application windows) also closes the game, which I'm unsure if this is a bug or intentional.
I had fun playing this game. I also had fun breaking it.
First, What I Liked:
- The title. It's simple and fits the game well.
- The art. I really liked the art style. It gave the game a cute horror vibe with the atmosphere, the little monsters, and the toys protecting the girl. I also like that the art was well-thought out and fits the game. The "protectors", for example, are her toys, which are also shown through the toy box.
- Your creative take on the Jam theme. Instead of experiencing a nightmare, you prevent the nightmare.
- The horror. It was horror in theme rather than scares, which isn't super common, but still fun and still horror. I'm a coward who still likes horror-themed things (the entirety of Halloween, for example) so I always appreciate these types of horror games c:
- Pause/Next Level buttons. Having both can cause some balancing issues (see below), but I'm the type of person who plays most games on the easiest difficulty, so I appreciated it!
Quality-of-Life Issues:
- Instructions. Stating somewhere that you can right click to "put down" the toy. I was able to guess it, but only after trying to pick up a different toy and finding a bug (see below). Also a short explanation on how to play.
- Selecting toys. The ability to place multiple toys without having to re-click the toy each time.
- Placement. Being clearer on where you can and cannot place things.
Balance Issues:
- Pause/Next Level buttons. They make each other redundant. If you remove the next level button and put it on a timer, you can still pause whenever you want. Likewise, if you removed the pause button instead, you would still have little breaks between waves as you could choose when to continue. If you want to make it stressful, you could remove both, and just have an initial longer time. It depends on what feel/difficulty you're going for.
- Teddy bear spam is crazy OP (see Screenshot #1). Spam some bears until you have enough money for robots, then spam robots. Then, just for fun, spam some fairies and let them pretend they're helping. This is completely understandable, though, as balancing games is difficult, especially on a time limit!
Bugs:
- Toy selection. Spam-clicking a toy while having another selected creates, well..see the bottom right of either screenshot.
- Toy costs. The robot only cost 10 coins. I don't know if it was like that in the beginning, or if I managed to break it. I noticed it after finding the previous bug.
- Next Level button. Spam-clicking next level was...a bad idea (see Screenshot #2). Definitely get a boolean in there to protect people like me from ourselves.
- Image overlap (see Screenshot #1). A very small thing, but the toys overlap in a confusing way. I don't have experience programming this exact thing, but maybe basing their depth (z-index) on what height they're placed at?
Screenshot #1
Screenshot #2
Despite all of those things, I still enjoyed this game. I know the feedback is a lot, so I tried to break it up into lists with a short sentence "label" at the beginning of each bullet.
The Good: The text was descriptive, and the effect of "hungry" at one part was a cool addition, especially since it wasn't overused. The ability to go back was also nice so that I could more easily go through to see how other options would turn out. I also found the "simplisafe" endings amusing.
The Not-So-Good: Some parts were confusing, and I think maybe glitched. After opening the backpack, it starts talking about things as if they were previously mentioned even though they weren't. The overall story was also confusing, as a lot of things that happened seemed very random and out of place. It also needs quite a bit of proof-reading.
I liked that you added voice overs to this, as well as some animated "scares." It's clear you put a lot of effort into it, and overall it was creative (both the story and the gameplay) and a fun experience.
Unfortunately, I wasn't able to get very far into the game. I got to the warehouse, found the flashlight, double-checked every box, but I still wasn't able to proceed. I had no idea what I was supposed to be clicking and spent quite a while looking for something else clickable.
The option to use W/S instead of arrow keys would have been a nice addition, as well as subtitles added for narration. I only really found one bug, which was the arrow button hit boxes were a little bit wonky, especially when moved forward.
I'd love to give this game another try if you let me know what I was missing in the warehouse! ^^
Overall, this game has an interesting concept with a creative implementation, and seems like it might be fun, but it had too many issues that prevented me from completing it.
One issue was the speed of the auto text making a lot of it unreadable, and because this text was telling me what I should be doing, I had no idea what to do. At some points, the instructions themselves weren't clear. I was supposed to turn off the water, TV, and "everything else," but I wasn't sure what all I was supposed to turn off. A message indicating what I was missing would've been nice when clicking on the door. Killing the person in the beginning was also difficult because it was very glitchy. Another issue was the small hitboxes on everything making it hard to click things. One of the last big gameplay issues I had is after turning off all the lights, getting to the bed was near impossible because everything was pitch black.
As far as horror/the theme goes, it was definitely horror, and it was a good execution of the Dreadful Nightmare theme. My favorite part was turning around to an axe in the door. I also liked the different things that were happening with each "iteration."
Some Bugs I Found:
- The lights were very glitchy. I could only tell if they were on/off by the light switch itself.
- I don't know if this one is a bug or not, or maybe a mistranslation? In the beginning before you go to bed, clicking on what looks like a phone says "I hate this task." I don't really understand what that means, or if it's intentional.
One last thing that only applies to the web version is that a lot of the controls interfere with browser shortcuts. For example, apparently Ctrl+W closes the current tab. I learned this the hard way lol. Esc (which opens the menu) also exits out of full screen. Really the only workarounds for these are giving alternative control options, or doing something like making Ctrl toggle crouch rather than having to hold it.
PS: Thank you for the options menu so I could change mouse sensitivity :D Things like that are always appreciated!
This game has a cool environment and creepy atmosphere, and the gameplay sounds like it might be fun, but I was really confused on how to play, and what was happening. From what I gather, the enemy's "cards" were attacking mine, though even when mine were "destroyed" they just reappeared. I tried pressing F, but it didn't seem to do anything. I noticed in the screenshots and the jam description that there's dialogue, but I didn't see any when actually playing.
Another issue I had was looking up was very slow, which I understand was to make it a bit creepier, though because of how slow it was, I mostly just avoided looking up altogether. Also, a bug I noticed was if you spam click "next level," it will have the enemy "attack" multiple times in a row.
At one point I did look up and both the music and environment changed, which was definitely a little startling, though it would have had more of an effect if I was engrossed in the gameplay rather than confused about what was happening. Then the screen went black so I guess I died?
I think this game could be pretty cool if there was some kind of tutorial/explanation on how to play ^^
I completely understand having to rush and not being able to add things you want! Me and my friend's game suffered from that greatly since we didn't start until the third week in. And honestly, I'm not sure how you could have ended it better, either. Maybe with a short sequence of the character waking up, and a little more story dialogue? And yes, this is definitely horror! I view horror as more of a "theme" than how scary it is, since whether someone is scared or not is completely objective. I, for example, am not phased by psychological horror at all, but it's all still horror. So yeah, the themes in this game, atmosphere, and events that happen 100% make it horror. I hope that makes sense! ^^
Thanks for letting me know! I didn't even think about letting the player know the game's sorta just "over" at that point. I'll add it to the game's description for now, and when I have a little time, make an update that adds a little note so people aren't wandering around confused ^^"
Edit: I added it in! Thanks again for letting me know c:
Yeah, I ran out of time to implement some core mechanics. I'm unsure if I'm allowed to make major updates like that (so far all the updates post-submission date were bug fixes), but if so I'll definitely try to add more if I have time. I decided to submit it anyways since it's at least "playable" and better than submitting nothing, and gives sort of a small preview of the game. So yes, sadly right now all you can do is explore and sleep.
I was a bit confused by the game; was I supposed to be able to go through what looked like the door, or was it just a small gameplay demo? Also, using A/S as controls were an odd choice, though not difficult to get used to. The lantern/fish was cute, especially when activated. I don't know if that was intentional, but I liked it either way. The game somewhat fits the horror genre with the dark environment, the enemy, and using light in order to be able to harm enemies, however, it didn't really fit the theme of Dreadful Nightmare. Either way, I think that transforming a 3D gameplay mechanic into 2D is a neat idea with potential.
Bugs:
- The instruction text was blurry
- Jumping against the wall causes the screen to stutter
- The shooting sound effect happened each time you hit S even if the bullets did not shoot
It would've been nice if WASD and Space/Enter were options, as well as the ability to resize the screen. The auto text was sudden and I ended up missing the first bit. I felt "crowded" by the bottom of the screen and ended up holding the down arrow to counteract this.
The platforming was solid; the movement speed and jumps felt "right." Finding out that you can "look" down when you first drop down from a platform was a good way to teach the player a mechanic. The level design was well-made, except for how you can bypass the second screen and continue straight to the third. I enjoyed the puzzle, but it felt out of place. The flashlight felt like an unnecessary addition that didn't add much to the game because you could easily see without it. They both felt like "padding."
I tested what would happen if I didn't take the flashlight. It's good that you took this into account, but the "barrier" was artificial. In comparison, a later barrier in which you need to get gems to continue (organically forcing you to go to the "gem room") was done better because the barrier itself was part of the game. Instead of telling the player "no, you can't go this way because I said so," you were telling the player "you can go this way, but you need to use this elevator which is activated by gems."
Despite having few words, the story was well-presented, but I didn't like how abrupt the ending was. It felt like the game was telling me "okthatsitbye." Both the art and music were well done -- I loved the cute art style! The only criticism I have there is the music choice for the puzzle. It felt like I was on a time limit, but when the music ended, nothing happened. Using intense music while nothing is happening leaves the player feeling fooled, and they may not trust later intense music, both of which can detract from their experience.
The game fits the theme; I interpreted it as the character's nightmare caused by their experiences. The horror was decent, especially for a first attempt. It had some scary parts, and the "psychological horror" atmosphere can be unsettling. It made use of Descent into Horror; I forgot I was playing a horror game until the music stopped and the environment changed, creating a creepy atmosphere. The game also had False Hope, which the music contributed to. An earlier part of the game, although not false hope, gave a similar feeling. The elevator tricks the player into thinking they'll be able to return, but when you drop down, the "escape" is taken away. I also feel that "The Dream is Changing" applies because the environment changes as you progress through the game.
Overall an enjoyable game with solid gameplay.
The gameplay was fairly unique and interesting, although I don't think I was very good at it. Controls were a little awkward for me, and it would've been nice to have more options if not the ability to remap. An interactive, slowly-introduced tutorial also would've been helpful; being given all the controls at once and immediately thrown into the gameplay made it difficult to get used to the controls. Especially since it's a permadeath game, so you don't have the luxury of retrying until you get a grasp on the controls/gameplay. I also ended up dying getting stuck in an alcove; no matter how many times I hit x, it didn't push the monster away. Not sure if that's a bug or not.
I didn't get much of the story as I died pretty early on, but what I did see seemed interesting enough, though at parts were more confusing than anything (mainly the orb). I felt there was too much dialogue (compounded by the fact the text was slow rather than instant), and I was starting to get impatient/frustrated by the gameplay being frequently interrupted by dialogue in the beginning. Some of the word choices confused me a bit (for example, the screen about wearing headphones -- I can't remember the exact word, but I remember being confused by what it meant), though nothing that really stopped me from understanding the gameplay/story.
The ambient sound (though jarring at parts as I could hear when it looped) and the graphical effects made it creepier. The monsters' initial appearance gave me instant anxiety. The sound effects all added to the horror, too.
And I just now noticed that some instructions are included in the screenshots -- maybe I missed it, but I don't think the game mentioned anything about dashing, so I didn't realize I could. I caught a glimpse of a green rectangle suddenly appearing/disappearing, so maybe I was accidentally dashing without realizing it? Unless it was a bug, which is what I originally thought it was.
Overall, the game was fun, had a great atmosphere, was anxiety-inducing, and fit the theme fairly well. I can't comment on the False Hope bonus challenge, as I didn't get very far, but it definitely uses Descent into Horror -- though more like Nosedive into Horror (not a bad thing!).
This is just a prototype, so I'm not really working on this specific one anymore. I just wanted to actually finish a project. I am working on text adventure escape games like this, though, with the same style of writing. I don't know when they'll be done, as an ARG I'm working on atm is taking priority.
Sorry for the delay, I was without internet for a while. Here's each level with them all circled if you're still interested: https://imgur.com/a/KZsijj6