I think you might have an interesting concept here. I think as its stands there aren't enough decisions to make. you find the valuable items and the laziness recharge items and if you pick the right ones you win. The furniture moving around as you pick up memories seems kinda superfluous, but I think its the most interesting part of the game. Maybe doing something where the furniture and other things become actual hazards would have been cool. Then you need to understand and plan for which things you pick up first because those will activate certain hazards first. then by the end you need to get out while dealing with all the hazards. Something like that might have added some more decision making and better utilized the cool and trippy visuals of the stuff moving around. Good job!
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Thank you for the feedback and for taking the time to play the game! I appreciate your suggestions.
The moving furniture and strange events are meant to show that the house is unstable and that something is wrong. Plants move, and the light switch can even shock the player. As memories are recovered, the house gradually returns to its original state: the furniture stops moving, the lights work normally, and the strange events cease. The more memories you restore, the more of the house comes back to life.
There isn't a single fixed winning strategy. The outcome depends on how much valuable loot you recover to cover the contract, how many memories you restore, and the limited inventory space you have. Memory items temporarily occupy inventory slots, but restoring all the memories frees those slots and allows you to collect up to six more items.
I agree that there could be more decisions and deeper interactions, and your idea of turning the house's strange events into hazards is interesting. Thanks again for the thoughtful feedback.