As I always said, if you want to make good propaganda, at the very least be inventive and make it fun. This experience was more fixated on expressing someone's divisive rhetoric rather than bringing an engaging experience where the gameplay and surroundings were organically intertwined with the game's idea and core point, however here I can see only this core point parasitizing on the product's playability. To be precise, you cannot die, you cannot run, you have one slow melee attack, there is no real psychological horror, beside a few pseudo-ironic posters with their message being so obvious it's almost physically painful and the environment that consists of "spooky" identical corridors. To summarize everyting, if you want to make your game explicitly political, first focus on the game itself and then its idea, not the other way around.
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