I'd also just like to add that it'd be nice to get a save between the 'maze' sections and the 'chase' sections of the dreams. Or just let the player save anywhere. You recommended saving often, but the game doesn't really let you do that right now.
Maaaaan, that sucks! It was working in playtesting but I must have messed with a switch before deploying the game. I'll need to find a more concrete way of trying to fix that, since that's one of my favorite endings. So does that happen specifically when taking damage, or does it happen at the end in the cooking area?
And unfortunately I've known about the hands falling out of sync for a little while now, but I've struggled to find a proper solution for them. I'll have to look more into it to see if there's a way to ensure that they operate at the same time. I may just need to change their patterns entirely.
Letting players save right before a chase sequence is a good idea! There are actually a few features I forgot to tutorialize the players on that are actually already implemented, like being able to save your game at the calendar in your apartment and using your character skill "Take Stock" to see how many ingredients you have at the moment.
I probably won't be allowing saves anytime/anywhere mainly because it would seriously mess with how I have the events and operations set up (a well-fed BedBug would hop all around the map, for example).