Super spooky, got my heart pumping. Great atmosphere for sure!
Okay, time to get critical:
I understand that the crux of the game is to understand the enemy behavior more and more on each run, but I feel like the player isn't really able to intuit the lessons of the game by themself, and they have to kind of be spoon-fed on the death screen? Perhaps finding the tips themselves could be a game mechanic, like, depending on how we died last, our 'last run' character could left different tips for us to find on the map. Just so that it feels like we're not just sucking and the game has to hold our hand, and rather that we're actually engaging with the game as intended. Essentially, heightening the idea that death is actually good and counts as progress rather than a screw-up. That being said, their is something charming about the arcade-like simplicity of the death loop and the desire it instills to be like 'ah, one more try! let's do one more try i was so close!', so there's definitely something here.
Small UX thing: I found it a little confusing that the hide tiles and the door tiles had a similar colour. I understand that it's because you can rotate on both, but I found myself trying to hide on the normal ones. I also really wanted to be able to rotate while fixing the fans to check if the face was close. I understand that this is a deliberate choice to raise stakes, so here's what I would do: make all non-rotatable-on tiles be literally narrower, and have all the intersections be the full tile. Then, you could make only the hide tile have a different texture. That way, it's more naturally intuitive what you can and can't do, and the hide tiles stand out more.
All that being said, great job, very cool scary game! Hope my feedback wasn't too harsh, and thanks for the big dollar! :)