So, I beat Phase 1 a few days ago (then the holidays started), and yeah, it's pretty well made so far! I know there's qualms about having to do a really time-consuming task which takes a really long while, but y'know, I think that is the point, finding windows of opportunity for the task.
My only complaints regarding the gameplay, I could be wrong about them, comes from some of these munters having no cue for when they're active. It's not an issue for the clock guy, but for the pumpkin spider... well, he can spawn in one out of three areas, which take a while to get to all of them, only for me to realize he didn't spawn yet, and I just keep running around until he spawns.
Maybe there is a cue for him spawning, I did notice there seems to be a whooshing windy noise that could be for him, but I'm not certain. Still, it did help, even if it was actually placebo and I didn't know. But it could be made a bit more specific...
...and that's a nice segway into something that does bug me about the game: you have no clear idea of what these guys do until you die to them once. You can maybe guess one or two things about them, but it's really not enough. I know this is probably to encourage trial and error approaches with them until you're told what they do, but by that point you might as well just have some way of knowing what they do before being thrown into the thick of it with just the instructions on how to move around and do things. I don't think people would enjoy having to keep dying to different guys on purpose just to know what to do. Plus it kinda takes me out of the immersion when I'm expected to die a few times in order to have a chance to win, when I'd assume just our wits could've been enough from the get go.