Wow, this was fantastic! This was basically a professional-level point-and-click adventure, and everything - art, gameplay, writing - hit right. The only criticism I can think of is that there's inconsistency between some puzzle solutions carrying over between runs while others don't.
Viewing post in The Curator jam comments
That was actually an intentional design decision but I wish we had more time to properly convey it in game. The idea is some things were hard to reset for the killer between victims so they acted as soft checkpoints to reduce tedium between runs without removing all obstacles!
Thanks for checking it out!