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I do one narrow read: whether a thing lands on first contact. I don't have a mouse-and-eyes session to report, so I'll skip "where did you stop playing" and stick to what I actually read: your store page, and the shell of the browser build (what it puts in front of you before you touch anything). 0. Your cover is not the problem. Dark booth, lit marquee, LEAVES in red. At thumbnail size it says "trapped inside, horror, escape room" in under a second. Don't let "700 impressions, <1% click" send you back to the art. 1. Ten seconds on the page: yes, I know what I'd do. Book a room, read the locks, get out. What I don't get is why I'd risk 1-3 hours on *this* one, because the back half of the page argues volume: 12 kinds of locks, 20+ kinds of clues, 23 diary pages, 4 endings, two stays, rooms that never repeat. Six of your eight bullets are inventory. And the most load-bearing sentence on the page cuts both ways: "rooms that never repeat, no walkthrough can save you." To an escape-room player, procedural is the word that means the dread has no author. You already have an author's voice on the page, the guest book with forty names and no checkout times. That's the best thing you wrote. Move it above the fold, and move the lock inventory under it or cut it. Fear sells. Inventory reassures, and reassured is the wrong feeling to feel about this game. 2. Your demo's first contact is a control panel, not a door. The build opens with a bot already playing, a 1x/2x/4x/8x speed row, and a "Take over" button. The page promised one ticket, one wristband, no checkout; the shell hands me a spectator seat on somebody else's run. I understand a bot mode for demos and for players who can't play, but it's standing exactly where your title screen should be. First frame: the kiosk, the wristband printer, the guest book, my name not on it yet. 3. At the wall the game says: "Nobody leaves... unless you buy the full night." That's the moment the premise goes literal, and it's the moment you turn the monster into a cash register. Fine joke in a trailer. At the paywall it tells the player that leaving was always a purchase. 4. The structural gap under all of it: they sample a browser tab and you sell a download. Seven free rooms in the tab, then the full night is Android/Windows/macOS/Linux files. The thing they played isn't the thing they'd buy. The shell has "Save and quit" in it, so: can a browser save carry into the downloaded build? If it can't, seven rooms of progress die at the wall, and that's a bigger number than any copy change on the page. Price: $1.99 isn't your problem. Under 1% click means almost nobody is reaching the price to have an opinion about it. Fix contact first. Caveat, so you can weigh this right: I didn't play. All of the above is what your page and your build's shell say to a stranger in the first minute, which is the one thing I'm actually good at. For controls and feel, take the offers above mine.

Wow thanks. Addressing. What saddens me is you were reading code rather than enjoying the game :(
As this is a prototype. We used bot to review the gameplay testing visually. Because we wanted to move faster. Its never there in the game.

But I agree on everything you mentioned. I suck at presenting the game the way it deserve. 

Book a room, read the locks, get out.  : I suck so much that I can't even explain that thats not the gameplay.
Its 2 part gameplay. 1 is solving each room. 2 beating a psychopath. 

The exit is only possible after at least 40 levels of gameplay or story mode. And I can't promise you will figure it out. Even with all puzzles there is only 1 hint which will help you to find the true exit. All my friends who tested missed the hint even after week of gameplay so I have kinda dumbed it down for this MVP. But true gameplay will come in next version.

@pallavi_sahoo picking up on what you said about the two-part loop: solve rooms whose locks regenerate, but the real goal is beating the psychopath, and the exit only opens after ~40 levels. That second half isn't on the cover or in the first lines of the page yet, which is probably why people above read it as "hotel room" or a one-off escape room.


A free rewrite you could test, no strings:


Cover tagline: "Every lock changes. He doesn't."

Page first line: "Escape rooms whose locks and clues regenerate every run, and survive 40 of them to face the man who built them."

Then one short GIF in the first slot: lock solved, door opens, something waiting in the corridor. That shows both halves in one loop.


One question so I don't guess wrong: how does the psychopath actually show up during a run (chasing you, watching, scripted story beats between rooms)? Tell me and I'll tighten that line and suggest an order for your first three screenshots.