I saw this game but didn't click it at first because it sounded like a visual novel title... Guess I should look more closely at genres next time.
Since Shadow Comprehension is the only thing that actually remains between loops, it'd be nice to have more ways to get it. As is, I'm pretty sure it's optimal to just get the initial 4 from the timid student then immediately quick-restart on loop, since going through the exam takes too long and I don't know of any other sources in the entire map (though of course I haven't looked through everything yet). If you could get more Shadow Comprehension from going to other places or had some other form of persistent progress in the game, it would incentivize exploring more instead of immediately ending the loop to grind. (If you have metaprogression in the game, it immediately becomes a primary goal to grind it out. This is why a lot of roguelikes with metaprogression tie gaining it to the intended main goal.)
I feel like the game could use a glossary or something to explain what all the stats mean. They're all fairly unintuitive, even with the conversion descriptions, so it'd be nice to have. For example, I don't know what Vitality does at all, nor the Perpetual keyword on an action, so using them doesn't really tell me anything about what behavior I should be expecting. And reading the v0.2.0 changelog implies that Calmness actually increases action speed rather than time speed, which is an important distinction that actually significantly changes how important the stat is--but I only learned that from reading the changelog.
I also have no clue how to obtain a lot of things used as ingredients like Raw Material, though it's true I haven't spent that long looking for things yet. It feels a little bad being completely aimless about how I might find such a thing, but I suppose it's fine in the end. (I'm wondering if I just missed a branch of actions to go through somewhere. But I thought I did everything somewhat easily accessible.)