Fantastic game!
(Spoilery constructive feedback for the author below)
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1. I wish there was an easier way to `find` text not only across scenes but also within scenes. Right now what I had to do each time is to first type the command `find ring` and then Ctrl+F and use my browser's search to directly highlight the instances of the word `ring`. This felt janky because the game window kept shrinking/expanding (fullscreen switches) and the browser kept finding words in the itch.io comments. I would really much prefer it if, after clicking a scene through the Find results, the searched word would be underlined in all its instances.
2. I felt that there were a few too many puzzles that required me to figure out the layout of the house itself -- characters going "upstairs" or "downstairs" and the reader expected to know where they end up, at least approximately. The positioning of rooms was not fully intuitive (e.g. a kitchen below the dining room... until I learned about the dumbwaiter), and I found myself wishing for more help there. I know @ says "I couldn't find any records of the layout, so I can only go off the names that I've found within the audio", but, I wish at least the player was more obviously told to write down the layout of which rooms are "upstairs" and which are "downstairs".
3. The name of the game isn't great (I'm sorry).
4. The time delay between deaths was very confusing and as far as I know it was simply left unexplained, which I found dissatisfying. I loved the fact that the rate keeps going up, with more and more bodies dropping, but I couldn't find any explanation for why the deaths are accelerating.
I'll expand on this with very major spoilers in ROT13:
V haqrefgnaq gung rnpu gvzr fbzrbar qvrf sebz gur nagvzrzr phefr ("gur cerivbhf ivpgvz"), gur arkg ivpgvz orpbzrf rvgure gur ynfg crefba gb unir gubhtug bs gurz be gur svefg crefba gb guvax nobhg gurz ntnva (abg pbhagvat guvaxvat nobhg vgf hasnzvyvne obql). Rirelbar sbetrgf nobhg gur cerivbhf ivpgvz naq eryngrq zrzbevrf va gur zbzrag bs qrngu, ohg gur arkg ivpgvz jvyy fhqqrayl ertnva gurfr zrzbevrf gur svefg gvzr gurl guvax/gnyx nobhg gur cerivbhf ivpgvz (hfhnyyl unccraf guebhtu n culfvpny bowrpg gung erzvaqf gurz), juvpu gevttref gur "pbhagqbja" sbe guvf arkg ivpgvz'f qrngu.
V qb abg ng nyy haqrefgnaq jul, va-jbeyq, gurer jnf n uhtr gvzr qrynl orgjrra gur qrnguf bs gur svefg srj punenpgref (Ehcreg, Uneel, Rir) juvyr gur ynfg qrnguf unccra rkgerzryl dhvpxyl nsgre rnpu bgure (Rqqvr, Znegun, Gbal). V gubhtug vg zvtug or gur "culfvpny zrzbenovyvn" pbaarpgvba, ohg gung'f abg pyrna rabhtu naq snvyf gb rkcynva gur beqre (r.t. jul Gubeagba pnzr nsgre Ehcreg rira gubhtu Wbua jnf unaqyvat gur xrl), fb zl orfg thrff vf gung vg'f n pbzovangvba bs "jnf guvaxvat nobhg ivpgvz nf gurl qvrq" naq "vf erzvaqrq bs gur ivpgvz guebhtu fbzrguvat arj".
5. I enjoyed the large amount of red herrings, but I felt that there were a few too many of them near the end which were left unresolved in a way that doesn't exactly convince the player if they are or aren't connected, even by the time the final theory is completed. Perhaps one or two of them should be blatantly deemed false by @, in one of the very last documents? Just as a final confirmation.