Thanks to everyone who has played the game and given feedback! I am sorry not to have had the time yet to check all your games out, but I'm getting through them!
@civ92 the ghosts are just intended to be an annoyance (they just play a musical sting and "jumpscare" you, too bad they're not all that scary), and to give a sense of increased threat. The "curse" mechanic and the increasing ghost spawns was a pretty late addition (I'll take all the blame for that lol), but the intent was to allow the player to exchange risk for better hints, as an almost in-game walkthrough. We didn't want to push the player away from trying to solve the puzzles themselves though, and we also didn't want to frustrate anyone with setbacks, so it's a little underbaked and obscure. In jam games I think it's good to lean away from punishing mechanics but it maybe kept this one feeling a little flat. I think the mechanic could be really interesting in a larger scale puzzle game, or a game with more than just puzzle mechanics. Giving the player increased hints in exchange for increased danger lets players who get stuck on the puzzles or dislike puzzles a way to brute force them by tackling other gameplay challenges, though it's maybe not a great fit for a dedicated puzzle game. It's also another way our game embodies "depths", by falling deeper into the tomb and becoming more cursed, you're seeing more layers of the dungeon peel away. With more environment art or more layers I think this could be really fun, sort of like the dream nail from Hollow Knight that gives you a second lens through which to explore a familiar environment.
@ace17 and anyone else who has had issues with the web player, I'm curious to hear what browser/OS you're on. I've heard from a few other people who had similar issues, and I'm not sure if there are other options we should be using in Godot, or if it's a more fundamental issue with Godot's web player itself.
In any case, there is a Windows build available which should hopefully resolve those issues if they're making the gameplay difficult, or as mentioned you can try pausing and unpausing to recapture the mouse pointer. I can build the game for Mac or Linux as well, but we didn't upload those since we didn't test them ourselves, but if anyone would be interested in confirming their behavior feel free to reach out (though I know getting Godot games to run on Mac without an app id is fraught).