Verdict no. 1I am sorry, that my reply comes so late, but after unexpected hospitalization (which left me with two return flight tickets I'll never use

) I just arrived from many hours spent in not very christmas environment. (sorry odnorf...)
Anyway here's my verdict:
First of all it's really great that someone from the community stepped out and created one room game with very original handling of the
room escape. I am giving five points for the premise and also to artistic imagination which portrays Lovecraftian creatures in a highly
original way.
The game contains of 9 screens (including closeups) which is quite an achievement for the little time assigned. It has additional 2 intro screens and all in all it has the feel of the game having menu, intro, game and endscreen.
A few implemented puzzles are well integrated to the plot and I found them believable in the game context (although the safe puzzle could
have been more cryptic).
Another well implemented feature is 4 different enemies which are called upon you randomly at the beginning which affects one puzzle you
encounter later on. It's obvious that nihil approached the small scale means creatively and here I again assign 5 points.
Ok, and now we got to the bad part of the game. It's a pitty that the game contains a lot of bugs. It's not "badly coded" but it's really
buggy. And the bugs are ranging from complete show stoppers to mildly annoying ones. And the pitty is that obviously the bugs are there
only as an overlook and the time pressure which obviously prevent nihil from testing the game properly.
Here's the most important findings:
1, you can't enter the menu since you'll never come back. Guilty is
Game.ChangeScene("Game.PrevSceneFilename");
now if you put away the quotes you'll have the propper behavior. Thanks to this I had to start the game couple of times since
I sometimes tried to escape the closeup with Esc key (just a habbit) and was never able to get back ingame.
2, In larger blocks of dialogues it's VITAL to set the game into non interactive mode. It's especially the case of the door dialogue which sets
variable end to true at the very end. But there are Sleep (incorrectly called as Game.Sleep) so you think the dialogue is over and leave the door which causes the game not setting the end variable and consequently leaving you dead ended until you try again to speak with doors
and wait the whole way. Also if you click the door while trying to fast forward through dialogue, it gets interrupted. So this simple Game.Interactive = false would fix the most annoying bug in the game.
3, Duplicate action handling is not well. You can for example look behind the image and all the time you find the paper there even if you've
done it already. Also if you exit the closeups from items, it brings you to fix location instead of the actual screen. The same applies to eg. book in he drawer. It gets there again and again. Also if you exit the scene and come back, the drawer gets locked again.
4, It's wiser to use not pixel perfect inventory. Trying to grab the key is extremely annoying although it extends the gameplay.

5, Even if you unlock the safe the hotspot remains so you can enter combination around and around while safe gets locked again. (also pressing escape at code gives you script runtime error)
There are other minor annoyances but I won't list them, since this is enough to justify my giving 2.5 points only to code.
Next time I'll be probably less generous, because it was obvious that too much time took the graphic design of the game and there was
not enough time for coding and testing. But of course the author knew the time frame so he could fit the game into less screens on
behalf of propper testing. It's a good experience to understand the small scale means. On the other hand nihil was the only one who stepped out from the community and actually created something so my verdict below is rightly deserved.
So the final verdict is 4 points for the nihil's game Beyond the thresholdLet's wait what other judges think.