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Feels like the abundance of weapons makes it too easy — then again, I almost spent all of my ammo on the backup, so perhaps the balance is just right. The phylacteries also add to that feeling — they're easily accessible/destroyable, which makes them kinda redundant as opposed to just killing the bartenders straight up.
Same as the last one, I like the visual design, great aesthetic sense. Though I found this to be weaker than the previous entry, mostly due to linearity. The small puzzle (venting out during Bartender patrol) was neat, but besides that, it's very on the rails, without many backup strategies or alternate routes.
On the technical side, the doors aren't tall enough (increase Y-scale to fix that), and the lightswitches don't work for a complicated reason. TLDR, doors automatically replace walls, you don't need to delete the wall segments (in fact, doing so breaks the game logic).