There are some serious problems with the game's sense of clarity when it comes to being able to present the puzzles. While I understand that staying perceptive is a part of escape rooms, and escape room-style games, there's a big difference between something being hidden, and key items being the exact same color and shape as literally everything around it. This is a problem for a good chunk of the game, as necessary items can just look "normal" and uninteractable. That leads into the game's worst problem, which is what I'd call "success-locking" as soon as you complete something, you can't second guess yourself, there's no reason to click on anything that doesn't turn into a prompt. Likewise, when using items, alot of the time with "where things go," you're going to need to just see if you can even try to put things together, rather than intuitively understanding what a puzzle is asking you and working backwards. Essentially it's the puzzle equivalent of wall-humping in doom. The story works fine though, but it can never tell how involved it wants to be in each of the rooms. The art looks good, but it sells itself incredibly short from the pallete that the game uses for 90% of the run-time. The game is also rather short, there are in total about 6 rooms that require you to investigate in order to proceed.