I got to the part with "a working computer" and got stuck. I had the crowbar, the flashlight, the beaker and a bunch of medicine. I noticed several objects, most notable the signs on the walls, that didn't respond when clicking directly on them. If you're going to encourage mouse-usage, I suggest making sure normal mouse-usage works consistently. Also, it seems really strange that the main character doesn't react to the situation at all. Why wouldn't he try to interact with the computer to find out what's going on?
You need “something” to use in the computer. :) Without spoiling it for you too much, check the rooms around you more. Remember to keep flashlight turned on. Some objects don’t show if it’s off. Good luck!
We should provide a full walkthrough soon.
For the signs please click on the area just below the sign, it’s the Save Point. It was a bug we didnt manage to eradicate in time. :p
Oh wait... i just realized... thats a later part. You have the beaker now? Check the room with pits more thoroughly again for a locker. You will get a clue there. Then remember the beaker description reminds you that it can hold liquids. :)
Okay, so I got to the later part you were referencing. I also had already found the locker. The problem was that I didn't realize the liquids were liquid (phrasing it vaguely to avoid spoilers) or that the main character would've been wiling to use any of them. They're too close to other objects that the main character explicitly says he doesn't want to mess with. I appreciate that this may sound weird in the context of a video game, but I think you need to use more words. The descriptions could all use more embellishing, both so the world seems more interesting and to better show what the main character is like. That would also help with trying to figure out what the player character is allowed to do. Going back to the computer example, "It's a working computer" says nothing that isn't already clear from the visuals. Something like "The computer isn't locked but it can't access anything useful" would make more sense in-context and imply activity from the main character that isn't shown.
I also think the doors could use an indication of where they are. A lot of the side passages are unclear. The stairs didn't register to me as stairs at first either. Lastly, I don't think it makes sense to call an object "loose" if it's tightly screwed on.