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The cover: The font is hard to read. “We kept your room” and “Nobody leaves” together doesn’t make sense to me. I wouldn’t have known the second line was the title from the cover by itself. The art feels friendly enough to make the first line read as a fairy-tale vacation stay.
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The page: Yes, the project description provides the gist of it. The player enters a commercial escape room that has no exit and needs to gather inventory to end the game by building the way out. The art on the project page gives a better sense of what the game is about. I feel you should match the cover art’s colors to the page background.
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The demo: The story lines go too fast. I was trying to get oriented to the space and its animations while the text was going unprompted. Having the character replying on the bottom with the Mysterious Voice at the top meant I had to unexpectedly jump from top to bottom simultaneously, too. Another point of confusion: What are the objects in the room? Nothing seems to be labeled.
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The price: I personally wouldn’t pay for a demo.
@pallavi_sahoo glad it helped, and 50 people playing a first prototype is a real signal. Since you're heading back to the drawing board, one thing worth doing before the rebuild: write the one-sentence pitch that covers both layers (solve the regenerating rooms, but the real game is escaping him) and then make the cover and the first GIF prove that one sentence. When you have a new cover or first-screenshot draft, drop it in this thread and tag me. I'll give you a free side-by-side read of old vs new.