Just to note the two bugs I ran into playing: I play on an (admittedly unwise) ultrawide, which messed with the UI pretty seriously. Couldn't see the main menu properly, or the elevator buttons as the top and bottom got cut off. The other thing is there's some sort of lock when you get too close to doors, which stopped me from moving around afterward. Had to go through the door and back to regain control.
We had some issues with interacting with things. Not sure if it's distance to the doors/NPCs or if there's a deadzone for interacting with them, but some kind of pop-up, outline, or other indicator for when you can do things would help. Personally, I also found swapping between left-click/mouse a little awkward (I couldn't use Numpad Enter) since it meant I had to move one hand to a different spot. I'm also...not sure if I finished everything? There wasn't a final screen or anything, but I did seem to do everything for Amy, Emily, Mateo, and Jamie.
Now, the good stuff!
- I think the art style is very charming, and personable. Everybody felt unique and expressive just from the visual designs and the minimal color palette on the building itself was nice, and let the characters stand out.
- I thought the characters themselves were pretty fun. There wasn't a whole ton of dialogue, obviously, but I very quickly realized I don't really like Mateo but I still thought the Mateo/Emily pair was cute; Amy was suitably child-like; and Jamie was there too. Getting people to feel anything in such a short span is pretty impressive.
- As somebody who spent probably above-average time playing old-school "escape the room" flash games and dating sim VNs, the similar vibe is pretty fun. I think the concept is pretty solid if you cared to try and flesh it out, maybe making it more of a...progression to get access to more parts of the building by picking up things around the place, solving individual storylines, etc.
My final thought is while I enjoyed it, I'm not sure how the theme tied in to the gameplay.