9 hours of productive work – concept, basic mechanics in the engine, and partially completed quests. Time to relax.

9 hours of productive work – concept, basic mechanics in the engine, and partially completed quests. Time to relax.

https://ldjam.com/events/ludum-dare/58/please-dont-touch-my-collection


Apparently someone sent him a link - https://ldjam.com/events/ludum-dare/58/please-dont-touch-my-collection
A week ago, my game was indexed and it took off. 1.7k players on the first day, 2.5k on the second (that was the peak). This is an absolutely incredible result for me!
Now my stats are as follows:

I also briefly reached the top 4 of all Web Games

and the Fresh Games on the main page

Looks like I'll have to finish the game. Oh, I said have to, I meant want to xD
I had to make a small update mid-week to fix a few annoying issues. Forgive me, Ludum Dare community, but I left the jam version as downloadable. I've seen some people do that.
Of course, I'm incredibly motivated to keep working on the game because of this response (here and on Itch). And most importantly, I was doing something I love <3

I'm working so hard that the chairs can't handle it.
It does contain spoilers, though.
https://youtu.be/TQFwGSM_7ZI
It's always the case with games with unexpected twists; it's hard to know how best to present them. On the one hand, I want to intrigue, but on the other, I don't want to spoil the experience.
What do you think: is it better to leave out spoilers or just hint at them to keep things interesting?