Hello, I played a little bit of your game.
I really like how you reduced the overall file size and gave it a retro-style graphic. I'm a fan of this art style.
After looking around the first floor, I figured out that there are investigation elements and combat mechanics. Being able to use the knife to save ammunition is a great feature. While exploring the first floor, I noticed the light switches in the rooms, so I learned to look for them first whenever entering a dark room.
However, once I went up to the second floor, I quickly got surrounded by enemies in total darkness. That sort of thing is pretty common in this type of game, so that's fine. But afterward, when I decided to turn back and try to retreat, I looked behind me and it was so dark I couldn't see a thing, leaving me unsure if I could even go back.
Since players often try to step back and rethink their strategy in situations like this, I felt that unless making everything pitch-black serves a specific purpose in your core design philosophy, it might be better to make it clearer that you can actually turn back.
I'll play the rest later. Best regards!





