Thank you so much for all the positive feedback. It is weird keeping the atmosphere without the pacing of the game becoming a bit of a drag. I think one way to handle it is to make each run more significant so that you're cycling through less, as well as expanding exploration so the tension of the slow walk helps drive something the player cares about (at this stage, you already know what's in the room, so waiting feels a bit tedious). Will definitely continue to figure it out, thanks for playing