The assets are really cute, and it's pretty cool that you had enough time to make AI that goes from searching to chasing. Also, the music is great (and you had two tracks!), and it's incredible that you even added some mini games, well done! The only thing was that the lockpicking section was a bit obtuse, I had to come to this comment section to figure it out.
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The idea was that since you’re trying to escape but you have no tools on your inventory it means that you got to be “desperate” to open the door.
Usually when you’re desperate you will do anything to achieve your goal. Well, keeping that in mind I thought: When you’re trying to pick a lock in a “guarded” area you won’t take hours trying to open the door, you will literally try anything to open it.
I tried making the fork move a bit so at least the player knows what to do (move the mouse) to open the door. But I didn’t “explained” the tension you must have to open the door so the difficulty is more onto “I have to open this quick and by any means necessary”.
On my game design I tried to make the player desperate to open that door, randomly moving the mouse was the idea but it doesn’t seem to work properly going up and down since most of the screens are larger on width than height; Because of this I ended up and even created the puzzle taking horizontal length of the mouse(just like you do to use the mouse to rotate on FPS) to make the entry.
I haven’t made any playtest even with friends so I’m sorry for that unfortunate case of not matching players “intelligence”. Anyway, I’m a old-school hardcore player so on my “routine” I’m used to try things until I can’t (very persistent); I believed people would be desperate to open so any input on the mouse would be “welcome” but it ended up not being the case for most rather than a few.