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For example:
1) Cut out the forced linearity. Only plot lock the chapel, the basement after the intersection, and the guest cottage. Give the player free roaming capability almost everywhere else in the manor. (The locks where there are ghosts blocking the way are fine, I guess.)
- That means that the player will have to pick and choose what guests to try and save. There's the handy-dandy board in the map screen which lets you keep track and can let you select the guests you're trying to save. Once they're saved, you can't select them anymore, and like before, you get the day reset if trying to save them.
- The special area of the basement can be locked, as before, until you save all the other guests, but you could get down there as soon as you save Thanos/Aurum, but all you can go from there is back up to behind the bar through the painting.
2) With the entire manor available, that means you can move some important required objects farther from where they're used to make it a little less obvious what they're supposed to be used on, thus making it more of a challenge and adding some importance to restarting the day in specific spots to do things in a certain order.
3) Add many more "red herring" objects that the player can get prompts to use an item on, and more items to pick up. The game is too simple because you can only pick up a few items, which gives away that these are the ones you need to solve the puzzle. If there are more items, that makes it more of a challenge to figure out how to solve the puzzle. Some puzzle might need to be tweaked.
As for your second point...
For a game supposed to be about the story, there's very little emphasis on the story. There is in fact very little story until after you save Aurum and Thanos. That's not only where all the interesting story is locked away, but it also unlocks the mask which offers room info.
Most of the story is buried in the brochure, which requires finding hidden collectibles. The player cannot interact with any of the guests, and by necessity is a mute non-entity, which drastically cuts down on the amount of story.
I didn't have a problem with the story, even if the twist was unsurprising, the problem is that because most of the story happens 5/6ths of the way through the game, the first 5/6ths of the game has to be carried by the gameplay, which isn't as good as it could be.
Also, I wrote this post first and then decided to turn it into a review afterwards.
I didn't solve all the killings immediately on my first go at them, but it didn't take long because there were so few things to interact with and pick up that figuring out what to do wasn't hard.
I completed it in a couple of days. And I'm definitely not a fast player.
But, then I spent more than a day getting the last couple of cards... 'cause that's a mess.
I agree with the game being rather simple/straightforward. I still gave it a thumb-up, though -- and I prefer a straightforward game over a frustrating one any day. Art style felt rather unique as well.
I don't know about introductions to genres. I don't even know whether there IS another game like this. I haven't played one, that's for sure.