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(+1)

Am I the only one that got dizzy from the staircase? (@m @ ) I stocked up lots of time on the floors and spent around three minutes at a time going down the stairs (´∇`'')

I thought the red enemies were invincible (they are not)—turns out their heavy knockback simply puts you out of melee range :o. Maybe an actual enemy/room that punishes you like that could be considered, because right now there are no drawbacks for choosing "Fight" on every floor—even the ones labeled "hell" end up giving lots of time (those rooms are basically a 3min recharge from killing enemies) ;P.

Lastly, the minimalist 3D graphics, the whole surreal office space, and especially the monster designs reminded me of Killer7, nice work ;D

(PS: Best completion time was 11:12,66)

(+1)

Thank you very much for the review! 

I found out about the dizziness issue a little too late in the development, too, haha. The issue is noted; I will try to rebalance activity progression so that the player won't stay too long at a time inside the staircase. The rebalancing with both enemies and a completely revamped item system is definitely on the list, too! 

(I actually have a "hard" version that I quickly rebalanced before the extended deadline in the Windows V1.0.0 version; the WebGL version was the pre-rebalanced V0.8.9 one. If you want to try a harder variant, please feel free! Though I would admit I overcorrected a bit, and I believed it was a little too hard, hence why I moved the easy version up in the WebGL.)

Finally, I genuinely appreciate your compliment on the aesthetic! I love Killer7's aesthetic, so I'm glad it oozed out in this work.