I feel bad for not rating this game higher. You can tell there's an incredible amount of work that went into crafting not only the art assets, but the tone and the mood of the game as a whole. Unfortunately, Deeper Sleep suffers from the worst Adventure Game disease: Pixel Hunting. Twice, I got stuck, wandering around the area I've already explored for twenty minutes, hopelessly clicking on random background objects, getting bored, giving up, and consulting the walkthrough. Both times, it turned out there was some damned door hidden behind the sepia tone. I'd sure like to see what monitor this game was tested on, because even with brightness turned all the way up and my laptop's screen tilted at a weird angle, these fuckers were just BARELY visible.
Once you account for that, the game is only like 7 minutes long. This despite lots of long pointless hallways that don't contain any items or locks. You just click, click, click your way through the forest and then click, click, click your way back. It's filler. Filler that, ironically, seems like it would have taken a lot longer to produce than, say, adding one more key/item combination.
As with the sepia tone, the pixel noise "static" effect is also way too pronounced. Isn't a pixel hunt bad enough without further obscuring the pixels? A note to scriptwelder: These things should be SUBTLE! They should add atmosphere to the game without completely obscuring it. Take a look at the Submachine series for a good example of sepia tone done right. As for the static, you want it about 25% as harsh as it is right now. Maybe make it "flare up" in times of great panic or something.
There were a few great setpieces here, like when the library room dissolved or the lone encounter with the "monster" where you fumble the key. That was clever. I also liked how the "notes" were just a single page of backstory with pieces missing, rather than page after page of rambling lore.
All of this said, and technical issues aside, I feel like more could have been done with the premise. I'm playing a guy who has "always wanted" to experience the unrestricted freedom of a lucid dream, right? And one of the VERY first things that happens is a whole wall of the library dissolves into sand. So why the hell isn't he flying around the library shooting rainbows out of his ass at the monsters? That's what I would do in a lucid dream. I once threw a BOOK at a T-REX in a dream! But using a battery to power the elevator is somehow "too crazy" after I just saw the wall melt and the traffic outside disappear?
I realize that maybe he just isn't "deep" enough yet to be lucid dreaming, but that implies he's completely safe from the monsters we're seeing throughout the game. People in horror movies faced with a monster often start desperately trying to convince themselves it's all a dream, even when it isn't! I'm just saying, past a certian point (literally the first area,) the PLAYER assumes he's lucid dreaming. That's what makes it SCARY. So I was half-expecting dream-like solutions to puzzles, and was disappointed when everything ended up being so "grounded" in the real world.
I know that's a weird thing to ask for, crazy nonsense puzzles. It's one of the most common complaints about the Adventure Game genre. But if any game could justify such puzzles, it's a game about dreams, right? Maybe I'm just bitter because I couldn't find the flashlight for a long time, thanks to that first invisible door.
Overall this is a mostly-competent game that trips over its own feet. If possible, I recommend reducing the Sepia Tone by 50% and reducing the pixel noise to 1/4 IMMEDIATELY. Like, make the changes right now and re-reupload the game. It'll give you less crap from guys like me. And for the third game, hopefully try to do something with the theme of Lucid Dreaming that sets this series apart from all the other horror games where "OMG that poster's face is DIFFERENT now!" Not that scriptwelder hasn't done a good job with the tropes and atmosphere, but it's good where it could be great. It needs a little more pacing and timing to really build up that slow-burn psychological tension.
And above all it needs to not yank you out of the experience by forcing you to consult the walkthrough just to progress. A game where a person tells you exactly where to go and what to do IN THE GAME would literally be scarier than a game where you have to stop and look up the answer outside of the game. But I don't think that level of hand-holding is necessary here. Just make the obvious exits obvious, and you should be good.
I look forward to the next game in this series, because subtlety is King in good horror, I know that subtlety is the kind of thing that only comes with time and experience. Maybe next dream.