1. Not really, sorry, the game doesn't seem to have much of a direction or underlying mechanic to it apart from being a strange and short walking sim.
2. The squares that tell you what to do are a bit hard to see in the hub, and feel out of place.
3. Yes, it was easy, albeit unfulfilling, as it's just the player stumbling into them rather than having coming from a skillful accomplishment.
4. About 5-10 minutes for getting the two fragments themselves.
5. Yes, and the tele-maze is incredibly tedious, since you can't see the associated number of a spot without going over to it and redoing the whole cycle all over again.
6. Like the levels, the hub is pretty sparse and doesn't have much to offer.
- The first note can only be closed with Enter, despite that key not being used anywhere else.
- Why E to punch and F to interact? Why not LMB for punching and E for interaction?
- Mouse sensitivity is incredibly high.
- Collisions are very strange, with it being far to easy to get stuck on the sides of objects. This is likely due to walls having a ton of friction with the player. Maybe try using a CharacterController instead of a Rigidbody.
- Why the outhouse? *Why?*
- The outline shader is incredibly buggy, flickering in and out rapidly and being visible through walls, other objects, the player, etc.
- The pause menu doesn't actually pause the game or stop non-UI inputs.
- You can jump over the fences in the fog level, softlocking yourself.
- The fog doesn't render correctly on the skybox.