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The character art during the nighttime visits was the highlight for me. The pixel-art views through the peephole looked excellent, and the illustrated portraits after opening the door were really well done.

I also liked the different text sounds. Using the news-style beeps for broadcasts and typewriter sounds for regular conversations made those two kinds of information immediately distinguishable. That was a thoughtful detail.

I played twice and took notes on what the characters said about themselves and each other. I was looking for contradictions and trying to use those conversations to decide whom I should trust when they came to the door.

Where I struggled was connecting that information to the outcome.

One of the final reports pointed toward someone whose involvement I hadn’t been able to piece together from the earlier conversations. I couldn’t tell which details I had misunderstood or what evidence was meant to lead me there. How are those conversations intended to connect to the final reveal? Some explanation at the conclusion would help me understand the reasoning and what my choices affected.

The daytime conversations and nighttime visits also felt a little disconnected.

After speaking to people around town, some of the later interactions felt like I was meeting them for the first time. A recognizable character detail or a brief acknowledgment of our earlier conversation could help connect those scenes. The door artwork made such a strong impression that I wanted more of that character identity to carry through the exploration section.

Both outcomes I reached also left me on a black or red screen with the music continuing. I was unsure whether I had reached the end or whether something else was supposed to happen. An explicit ending screen with a brief resolution and a replay or main-menu option would give the experience a clearer finish.

I was willing to investigate and compare what people told me, but I wanted a stronger sense that those discoveries were helping me make informed decisions at the door. That connection would have helped me stay more invested in the mystery.

(+1)

Thank you for the detailed review and for playing it twice!

Regarding the ending, I ran out of time for text signaling an end and a play again button. It was left out due to time but I didn't realize how bad it'd trip people up. I will very likely redo some of the dialogue because I was lucky enough to have a playtester play the game live and he also struggled to figure out some of the details. I think I was too rushed with time and sped through the dialogue a little too much (and probably a little sleep deprived haha). I fixed like 5 grammer errors and waiting for after jam to update. If I have the time and motivation, I'd like ending art to make things more clear but I don't think I can get the og artists and my art isn't as good.

I appreciate your feedback that "A recognizable character detail or a brief acknowledgment of our earlier conversation could help connect those scenes" and will base some of the nighttime dialogue around that. It's a little strange to write because I have a mind's eye of the story but gotta keep players in mind. I'll add your suggestion to my evergrowing list. Once again, thank you!

Glad the feedback was useful. I think there’s a good mystery underneath it, and I’d be interested to see where it goes with a little more time for the connective pieces.