Hi Raius - The story/character development is definitely good. I played it twice, and on the second play through I chose all the 'bad' choices and didn't ever interact with anything/anyone in the room. The fact that the choices didn't play any role in the outcome is fine, interesting choice even, but the game logic is a little broken because things occur during the day/evening that are dependent on the in room interactions, so those made no sense when I chose to not interact with anyone. Maybe worth putting some dependencies in future versions.
Pretty enjoyable. I would change 3 things. 1) Chaser spikes don't start moving until first button is pressed. 2) Take away ability to jump through ceilings. 3) Define the end more clearly. While I like the idea of having to jump into a wall of spikes, it would be nice if there was a solid wall right at the edge of the screen once I was dead, just to make it certain.