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(+1)

Puzzle-horror tip for “compel the character to leave, but the choice is yours”:


Separate *world danger* signals from *exit affordance*. If the restaurant gets scarier every shift but the leave action stays a tiny menu item, players treat leaving as UI, not the win condition. Give the exit one persistent, quiet tell (door light / shift clock / employer line) that changes when leave becomes available — without a spoiler banner.


On fail → restart: one sentence of what you *could* have noticed this shift beats a silent loop. Multiple endings land harder if each ending reuses one earlier ignored cue.


Atmosphere can stay oppressive; just make the voluntary-leave verb discoverable so testers can judge endings instead of soft-locking in “take orders forever.”

Thank you for the very detailed feedback. It is true that many players and playtesters can get stuck in the loop of "taking orders from customers, so i will make some changes to adress this. Really helpful insight.