Unfortunately I didn't finish the game, I think the last rose that I was missing was in the Reception room which was inaccessible, tried jumping, crouch, sprinting but I couldn't get it.
I liked that you used the og sounds of the oshis in the dialogue and La+ during jumpscares (although La+ could be a little too loud). That most likely required some time to find the right ones, extract and fit.
I also liked the oshi plushies scattered around the facility (I would even rather collect them than the roses, or have them as collectible or something like that).
From the things that I was missing:
- Amount of roses that I already collected, the objective mentioned only about collecting but I didn't know how many I already have, that would be useful
- Some kind of marking when I "cleared" the room that had the rose. It could be in form of a spray weapon (kind of like Lethal company does with their Spray) or could be something reacting to rose collecting event
- Sometimes I was not sure if the enemy is already dead or currently dying or are stunned but will continue to chase me. I assume that some dying animation was out of scope due to time constraints, but a "Dying" text could also be nice, would clear the confusion a little bit
Overall, I feel that a lot of work and heart was put in the level design and environment and I enjoyed exploring it around, rooms layouts were different, the plushies. Maybe I would put more enemies in them, especially in the server room alleys for the jumpscare factor.
The idea itself was also nice, The Backrooms but in Holo Office and haunted by oshis? I would play this when fully realized o7