The art and designs are absolutely gorgeous, the sound is very spooky, and the atmosphere is on point!
Unfortunately I found it really difficult to get the final ending. I didn't notice for a very long time that the mint card was just a sliver of turquoise that could be seen behind Doki's head (not sure if this was intentional layout or something with my browser) so it took me a lot of tries to even realize it was there, especially because Doki wouldn't "walk" in or out of the room, when I entered or exited she just teleported in and out of the room so I didn't get a "oh wait was that the card I just passed?" type moment when leaving the room. I also got very confused when I found the "formula" bottle first, because when clicked on it would pop up with something like "i need potions to make the cure", which confused me because I thought the "cure box" from earlier would have a cure in it, I think just renaming the "cure box" to "potion box" would've helped me understand what was intended tremendously.
I felt like I understood what the gameplay was going for but a lot of it ended up just being trial and error and brute forcing, as others have said the layout was confusing, I think a map would probably help but some way of differentiating what the arrows indicated would also help, for example if the arrows that pointed towards the exit were yellow and arrows that just exist to indicate another room in any direction were pink, etc.. I also think slightly more puzzle elements instead of just traveling from room to room could've made the gameplay more engaging.
There were a couple minor issues as well- dialogue issues: one spot where a line is attributed to Doki that I think was meant to be Mint? and a part where the Narrator repeats their dialogue (Both when talking to Mint on the right side of the map IIRC). I got a bug where Doki was stuck running in place infinitely which I believe was caused by clicking two different spots to travel to and Doki getting stuck between them. Agree with other commenters that some kind of effect to indicate interactable would be great. The hitbox for clicking the crowbar felt very small, and the hitbox for the mint card didn't line up with the part of it I could see. Sometimes with the cards especially you didn't have to click them in your inventory to get to the area they were locking, sometimes you did have to click them, not sure what caused the difference, sorry.
Overall I enjoyed the game! I think a few player consideration/accessibility design changes could've made it even better