I made an account just to leave this comment:
The game itself is pretty fun and interesting, however I do have some issues with it.
Most of the issues boil down to bugs though, so I'll leave a list of ones I've encountered:
-Sometimes, after interacting with the swordstone, the text that pops up ("it looks like it reacts to my sword", or something like that) will be stuck at the bottom of the screen until you read a note or another text pops up
-The first time I played, I had my pocket watch out and grabbed the sword out of the wall, I was then unable to do anything anymore, not walk, not swing my sword, I had to restart the game completely
-Several times during combat with executioners, the game just froze. Not the animations mind you, just everything else. Couldn't move, couldn't open any menus, couldn't attack, and neither did the executioner. I feel like it might be due to spamming attacks, because it only ever happened after I spammed attacks, but it didn't happen *every* time I spammed, and never when I spammed them on the jester, so I'm not entirely sure if that is indeed the cause
-When I died with my sword in the stone, I spawned without it in my hand. I could get it back by interacting with the stone, which made the sword appear within it, and then pulling it out again, I found no other way to get it back.
-Sometimes, for no apparent reason, I could not sleep in the bed. I was interacting with it yet got no pop-up. This happened both while I still had time left, as well as when the time was running out and the Master was chasing me.
-If the Master chased me and I did sleep, the screen sometimes shook for a few seconds after waking up again.
-Besides the game freezing, the worst and most annoying bug happened in the switch puzzle area. I don't know exactly what causes it - whether it's a certain configuration of door rotations or if it just randomly happens after engaging with the switches sometimes - but this bug "let's" or rather forces me to walk through walls. Some doors I can walk through, others I cannot, but instead I can walk through walls. Technically you can still continue the game with it, and even glitch through the wall to find the "hidden" key, but more often than not it led to me being grabbed by the hand. After waking up, the wall glitch was gone.
Now here are some issues I have with the game, that may or may not be bugs, but feel like deliberate choices in most cases, so make of it what you will:
-I'm almost certain this one is a bug: other than putting the sword in the stone, I found no way of sheathing it. And since you need your hand to be free to be able to drink potions, if I wanted to drink a potion, I had to put the sword in, drink it, and get the sword out again. Which works for the invisibility and health potions, although it is annoying, but renders the strength potion virtually useless, as the only two executioners (and the one jester) you could actually fight while the potion is active are on the complete opposite end of the map, and you would lose most if not all of its effect by the time you got to them
-Speaking of the strength potion though, it feels useless even if you could drink it whenever you wanted. I could see it being helpful for players with extremely slow reflexes, but the enemies are so weak that you don't need this potion at all in my opinion, since every fight only takes about 5 seconds and there are only a handful in the game. Maybe if you expand upon the game though, it might become more useful.
-Again, not sure if this one is a bug, but if you have your torch out while invisible, it negates the invisibility.
-Since you can't take your sword behind the sword stone door with you, that entire section becomes a sneak challenge essentially. Which is fine, except that the jester sees you even when your torch is off, so if you happen to run out of the invisibility effect (which I think is quite likely given that the area is a maze), you're pretty much guaranteed to alert the Master if the jester happens to be on the way back out.
-This one might be just a me problem, but it took me a very long time to realise that the rotating doors had more than two settings. Since they are operated by levers, which typically are on/off, I figured the doors would only have two configurations as well. Realising that you could keep spinning the doors and that was the solution to get to the hidden key, took me quite a bit of time. Besides the bugs, that is probably what I spent most of my playtime stuck on. Now again, this could just be me having a brainfart, as you can see the lever going up and down, as well as watch the doors rotate, but it wasn't obvious to me that it wasn't just two positions until I noticed that a door didn't open where I expected it to. Perhaps worth making a bit more obvious, unless I really was just being stupid there and nobody else had issues with this.
Now some things that in my opinion could be improved/changed/expanded upon if you continue building on this game:
-The hand chasing you feels a bit boring. It's terrifying the first time it happens, but the more you experience it, the more it ends up just being tedious. I'm not sure if fixing the bugs that caused me to have to play through this game quite a few times would alleviate that, but perhaps there is some way to make it more interesting/scary/difficult as it happens more times.
-I like that at the end, you can essentially keep looting and gamble. I was however expecting there to be an actual boss fight if you woke up the Master, rather than just being another chase to the door/safe room, which I think would have made a better end to the game.
-It also seems to me (although I may be wrong, I only completed the game twice with 12k and 20k respectively), that the amount you bring out with you doesn't actually change anything, so there is no reason to keep looting once you hit 10k. A different ending scene depending on the amount of gold you bring home, or perhaps an achievement if you end up releasing this on steam, would be pretty neat.
-One last point about the ending: I felt the ending scene was a bit anticlimactic. I risk my life to save the towns future and all I get is two short sentences? No actual cutscene (although I don't know if that wouldn't be an insane amount of work to animate), or even description of how exactly the village fares afterwards? Or how I am treated going forward?
I was also half expecting to be forced to go back in by the gatekeeper, or perhaps not be allowed to leave by the Master, or something like that. Might also be interesting, but again, just a suggestion.
-The fucking painting. Is there a secret tied to it that I missed? Can you do anything with it? Does it show the jester and his master? If so, why do they look completely different? Did something happen to them? What's up with it??? I would have LOVED to see there's some secret tied to it, or some hidden lore, or something. It definitely feels like it should do something.
-Why is there a dead jester outside the painting room? Killed by a previous villager that was forced in? How many jesters are there? Are they all the same and he can resurrect in a new body? Or are they all different?
These last points are mostly things for future releases of the game, if there are any. Which I absolutely think there should be. I feel that if you keep working on the game, expanding on it, adding lore, making it longer, it could easily be a smash hit. It would be one of my favourite games for sure, I really loved the concept behind it, the sound design, the art style, the "lore" that is basically not even there is extremely interesting to me, and I feel like there could be so many mysteries and secrets and amazing stories hidden within a full fledged release of this game.
I definitely think you have a gem here, and you could make something incredible if you do decide to keep working on it.
I know this comment is extremely long, but I hope it helps you at least a bit, because again, I think this game is great and I'd love to see you hit it big.
Two last things:
1. I recorded myself playing this (for a friend), if you would be interested to get clips of some of the bugs I'd be happy to send them to you.
2. If you're planning to release this game in multiple languages, I'd gladly translate it into German for you - assuming there's little to no coding knowledge needed to actually translate it, as I have none.
Thank you for this experience! And for free no less! I loved it.