Highly enjoyable! I can see where the disconnect from wanting the steps and not. The steps are the difficulty variable for each different stage. However, since the husband initiates the change in what to look out for, there is a gap of understanding to the player of the optimal gameplay strategy, especially at the end when all of the different husband locations are added. The players during each of the individual sections stuck to seeing the prompt as the only need to gauge on when to go into hiding and outside of a low patience meter, there isn't much risk in the way of just cleaning. So the player just follows their gut when the silent section is added; which kinda steps away from the step being a function of notice and more towards either finding the timing or guessing, and since checking is also a loss state, it makes it more rewarding to tempt the odds instead of being punished for the only thing the player 'could' do. But, when the final section is started (and there isn't any fanfare from the husband so I was thrown off about the steps being 'wrong') that is when the checking becomes a vital component to see which of the step mechanics to look out for (or really since the steps are distinct to see if there will be invisible husband moving about). And that was really fun! Reminded me of mechanics like FNAF, but I feel the invisible section could potentially be swapped with something that also uses the step mechanic visualization, like if instead of no steps they were like walking down a staircase and that could be a really quick reaction because only the last 3 steps (making a triplet like visual que of the feet) and you have to react the quickest to make it work.
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