You really sold the setting build-up, then! I was definitely feeling the stress. π€
And I did get to the Lazy Hack/Lazy Death sequence! It was a very gripping moment!! Although after leaving my apartment and getting the pop-up that reads, "That's it for the demo!" I didn't stick around to see what would happen if I waited for the bad guys to show up again... π³ From their ominous message, I assumed they'd kill the player and it would lead to some kind of game over, but I don't know if I even anticipated any outcome was hard-coded in at all, based on the "That's it!" pop-up... π€I did continue the game and sleep one more time, out of curiosity--but nothing much happened, so I concluded my playthrough there.
I DID crack open my save file and sleep two more times after the Gia mission to see what you were referring to, at which point I did get the kidnapping scene, and a much more definitive "That's it for the demo!" pop-up (in that it did NOT offer a "continue" option). Not sure if this is intentional--that is, if the kidnapping sequence is a bonus/secret you only want some demo players to see as a reward for playing further, or if you want everyone to reach that point. I think having it occur after just one sleep would increase the chances of people seeing it--though I see the merit in giving the player a little more time to scramble in the full game, if they feel like they have other avenues of escape to explore.
You could omit the first "That's all for the demo!" pop-up--but then it might feel strange that Gia has no reaction to the new plot development. π€ Personally, I went straight to Gina to try and negotiate/plan something--like, maybe she'd be willing to help us to secure her own interests? Or maybe she'd want to know the data might put a target on her back...? Or maybe she'd go mask-off and betray us. π© Although even a parenthetical, internal dialogue, like "(I can't tell Gia what happened... She'd kill me for not being more careful.)" or, "(Should I ask Gia for help? What if she undersold how dangerous this job was on purpose? She's skilled enough she could have done it herself... But maybe she purposefully set me up to take the fall. I don't know if I can trust her...)" ... Something like that might be sufficient to eliminate player interest in involving Gia, while demonstrating that the plot had progressed? π
And provided the player has been handing out maps to the homeless, maybe sending an email to that mysterious contact could be a promising avenue to keep the player playing long enough to get kidnapped? Like, maybe they can help us get out of town? Only to then tell us to "wait for instructions"... and we end up getting kidnapped. π Just some ideas to keep the player engaged a little longer, if you want to ensure everyone has a chance to get to that sequence! But I completely understand wanting to prioritize development on the actual game. π
Oh! One other minor bug(?) I encountered: I set my player name as "Skull", but our neighbor kept calling me "P"; honestly, I do kind of like when the player characters already have names/nicknames that have nothing to do with the player; but since it was a P, I was left wondering whether that wasn't some kind of Placeholder for the Player Name or something. π€ Not a lot of other characters seem to refer to the player by name, so it didn't often come up. But I just thought I'd mention it!