Great atmosphere, I like the way it plays with space and repetition. The repeating hallway (and the way the classroom numbers communicate whether you're making progress). Skipping the walk to the corpse, and then the way back gets longer and shorter.
Get the mop from the bathroom (and then there are like three bathrooms)
And I like the way it makes me feel like something is going to happen. E.g. skipping to classroom 1 from like 6. Needing to walk around your house instead of through it, and knowing the police are on the way. Cars zooming by as you're cycling.
I'm stuck in the classroom with no door after you go to sleep. I've noticed the window with candles in the distance and the large corpse standing nearby, but I can't find anything to click aside from the windows.
In the house, I interacted with the book about cleaning blood (in case that does something), but did not see the flashlight before I was about to go to sleep (at which point I was not allowed to pick it up). I also showered twice.
ISSUES
FIRST SECTION
The initial sensitivity feels very high to me, good that there's a sensitivity adjustment.
The screen is scaled to fill whatever the shape of the window is, so it'll pretty much always end up stretched a bit. Not necessarily a problem - it fits the vibe. But I do think some players could end up overthinking the window size or being distracted by it.
Gathering books is a bit game-y? It feels like you need to understand that. This is a game where you walk around and click everything that can be clicked and that's how you make progress. I feel like that might trip some people up. It also primes you to check out all books, so maybe more of the books in your house should have names.
CYCLING
The cycling feels awkward.
The instructions to turn (and then the turning just happens on its own)
The rate at which you need to tap to move forwards in the first portion (It feels a bit like you're in low gear and you change to high gear later? It also feels like you selected the pace to like. Make your fingers tired? It doesn't feel like slowly cycling to be safe / to not wear yourself out. It maybe feels a bit like cycling uphill?)
The way it freezes to have text popups? And then you can't click through the text popups (I read pretty fast). I feel like it might feel better but also feel right for the player character being distracted, if you can keep cycling while the text shows?
Lampposts flicker a bit distractingly when you're cycling since they're so thin. Flickering feels right, but again it feels game-y because the flickering is clearly because of the screen filter.
HOUSE
Grabbing a plastic bag felt a bit weird since it looks like a full plastic bag. I looked around for unused ones.
I kinda expected showering to be a more complicated task than it actually was. E.g. need to get a change of clothes and/or a towel first. Not necessarily a problem.
The large house with multiple beds feels like the protagonist should be making reference to other people living with them or having lived with them in the past. E.g. when you try to sleep in the wrong bed, maybe give the reason why they don't want to sleep in that bed (e.g. "that was _'s bed", instead of just saying "I don't want to sleep there.")