First off: I'm deeply honored to get such an in-depth review. Especially from someone who's not into hypnokink. The fact that you pushed through, even when the game started to slip, and still thought to leave this deep of a review means the world to my first-time-game-dev batto self ^w^
Second: I'm so sorry the game brought out bad memories for you. If it's okay to ask -- do you think this should've had more warnings than it did? My usual audience is very focused on hypnokink, and tend to have a much higher tolerance for CNC/bad ends, so I've got a very large blind spot here. I hope it wasn't a bad experience. I'm really grateful that you brought this to my attention.
Third: the audio. I'm so glad you liked it. Particularly the switch in music around Iana. Using words to change the context of the music was a happy accident (first-time dev things), but it's something I'll shoot to replicate in the future.
Fourth: willpower system. You correctly identified that it doesn't really have a point in gameplay, and that's definitely something I'd like to improve on in future projects. Though I'm quite tickled to hear about that little emergent gameplay moment. As a non hypno-kinkster, you might be amused to hear that the primary function of this was kink -- some people specifically get off on stat drain, which might explain (but not excuse!) why the system is so flimsy. Good critique, and one I'll revisit for future games.
Fifth: navigation. This is really useful feedback. The structure of the game is actually a looping hallway with rooms on both sides, but I DID NOT do a good job of communicating this. As such, I'll probably patch in a map sometime (in the surveillance room?) to make everything clearer. Good observation!
Sixth: the safe... yeah, my adventure game-addled brain got the better of me here. The combination can be found by combining the numbers found in the books (hint: "people need to read more" in the notepad). I think only one person has gotten this without a hint. Definitely a point of improvement in the future.
Seventh: good ending. This is something I've heard from a lot of people, enough that it's objectively a failure on my part. Part of me wants to blame time -- the current "escape" ending was finished approximately 18 hours before the submission deadline -- but the other part of me says I should've signaled this more clearly. If I end up doing a big patch, an actual good ending will be the first thing I add. Thanks for the reinforcement; sorry for misleading you!
And last off: hypnosis.
You're entirely correct. "Hypnosis," as portrayed in 95% of hypnokink, is magical mind control with fancy window dressing. As someone who enjoys actual hypnosis, this is always a source of slight friction for me. Actual hypnosis is much more about gently guiding the mind, convincing the active focus to withdraw as the passive focus comes to the forefront. At least to my understanding. Unfortunately, this is impossible to illustrate, so all hypnosis in media is just magic glowy mind control. And since 95% of hypnokink comes from people seeing hypnosis in media...
So yes, this is not actual hypnosis. Far from it. I'm glad that made it feel safer for you, and apologize deeply for any bad memories or feelings this dredged up. Without wishing to pry, if you've any ideas for how I could've labeled this better, please let me know.
In conclusion: thank you so much for your opinion. You've given me a lot of insights I haven't gotten before, and given my game a hell of a lot of time of your own volition. I'm glad you liked the writing; I'm glad you liked the audio; I'm deeply grateful for such deep thoughts on my first game.