Thanks for playing and for the video!
Ah, I actually hadn't thought about the fact someone might assume the keycards were colour coded - it would definitely make more sense if they were red! I can sort that in the post-jam version.
Yeah, I've sped up the turning in the post-jam version. With regards to accidentally turning too many times, I'm unsure why that be. Holding the key doesn't work with turning so pressing once and holding will only ever turn you 90 degrees. The only thing I can think is that it's to do with the fact that it queues up (a maximum of two) inputs so you're able to tap a turn key twice and do a continuous 180 degree turn. The queue system also means once a turn is initiated you can queue up another. So, for example, I guess it's possible to quickly tap twice and initiate a 180 degree turn (either by accident or design), part way through that turn think you need to tap again to continue the turn and then you would have turned a total of 270 degrees.
I think you're right that the pacing can suffer once the shutter is open. Opening it has the unfortunate effect of suddenly almost doubling the size of the level and so naturally the monster is less likely to be on top of you as much. A lot of horror games are heavily scripted but that doesn't happen here so, while it has the advantage of the monster being more unpredictable, it's perfectly possible to have a very quiet sprint to the elevator. There is some stuff I could tweak though with the monster to at least encourage it to keep the pressure up more towards the end.