Thank you for the detailed reply
About the volume sliders. They were probably fine, I just did not touch the settings at first. I hit Play right away because I wanted that quick “time to fun” and only then found out that the jumpscares are much louder than the cutscene audio
Escape in the WebGL build is a bit rough for me. In the browser it pulls me out of the game window instead of opening the menu. I made the same mistake in my own WebGL project once, so I totally understand
The camera and jumping are also understandable for a first third person try in a jam. I only described how it feels from the player side. Most players do not think about time limits, they just see what is on screen. That is not meant as an attack, just a small bit of design experience I wanted to share
If you ever want help with the fullscreen issue on WebGL I can share my template on GitHub after the jam. I worked with Unity WebGL before and remember the pain. Good luck with the game, the idea is really cool and I still want to come back to it after the jam :3