Hello,
I've tried to play this game a little. It's very atmospheric and unique, but unfortunately, it's quite confusing for me.
Firstly, and perhaps this is exactly what you don't want to do by design, but I'd like to know what the treasures are, and where I have to place them. I see a message in rainbow text that maybe the treasures are the keys - but the keys are not rainbow coloured. I also don't know where to place them.
There are a few sudden death scenarios in the game, which I don't mind actually (because of rollback).
There are quite a few common inputs that don't seem to work as I'd expect.
For examine, in the sleeping module, OPEN WARDROBE, or UNLOCK NIGHTSTAND does not work.
I also received a very strange message when I picked up the crowbar,
I think places where you are implementing barriers, you should maybe list the barrier as a scenery object. I also unlocked a few doors, but the keys remained in my inventory, and now I have a lot of keys. I don't know if these are treasure or if they are now useless (as they have already been used).
I think your game would greatly benefit from stating a goal either at the beginning of the game, or even on the game page.
I guess waking up from the dream is the goal, but the obvious ways to do it don't work, so treasure hunting is perhaps the way. The player just doesn't know what they are collecting, where they should place those items, and why they are collecting.
I'm not a judge, and just giving some feedback on my experience of the game, so that maybe you can address some of this before the judging phase.
I'm likely to push the jam submission deadline by a few days to give entrants time to playtest their games. I really like what you have done with sound and atmosphere. I think the addition of some player clarity will make the game a lot more appealing - but this is just my personal opinion. Other judges may be able to figure things out better than I did. I can sometimes find obvious things hart to understand.