It's possible that they use some similar Unity Template but it doesn't seem too absolutely hard to make this sort of gameplay loop from scratch.
I honestly wonder how many clones of an h-game there has to be to become its own genre, like how Lethal Company and Phasmophobia did on Steam.
Afterschool Tag-like. Lmao.
I actually suspected the guy, or at least the artist for Afterschool Tag and Hospital Seduction were the same guy because it seemed similar enough and he went radio silent on his Ci-en page.
Here comes a long opinion on the matter, so feel free to ignore it or not.
My first impression of Afterschool Tag was a game very similar to Emily Wants to Play. In both games, you run around the building whule avoiding enemies catching you from 1-6AM. You also get new enemies introduced each night, the last one with all of them jumping on you at once. Only difference is Afterschool Tag introduces items and hide spots as a small breather, but threat is constant. Mechanics are also well explained before and mid-gameplay for easy understanding. Reasonable lore, too. Overall, I really loved the game and would play similar ones when available (ignore the fact I'm currently modding it as it's going at snail pace).
I liked Hospital Seduction, too, though not as much as Afterschool Tag. It mantains the escence of the latter, but gameplay wise is vague at explaining mechanics, leaning on trial and error which can be a bother to new players (e.g. Sadako/TV woman was kind of confusing to learn until
Zane Carlson gave me a proper explanation). It also felt a bit cheesy because you can ignore gimmicks by mapping a few routes, which ignores engagement with enemies and simplifies the game by a lot. Other than that, good gameplay, close approach to the original and a bit more challenging if not by exploits.
No-Exit Apartment felt regular... at most. It felt more like an escape room rather than hide-and-seek on spirit. Map feels smaller and narrow whenever you go places. Enemies spawn one by one and even the more threatening ones can be easily avoided by hiding, which breaks the feeling of constant threat from the previous titles (yes, you can hide in a thrash bin and leave at it for 20 minutes without dying). The only enemies I really like are Skater Girl (red/green light approach), Mirror Girl (still and flashlight off checker) and Ghost Girl (high speed pursuit whenever you move). Even so, these also are ruined if you hide quick enough. Animations felt a bit quickier than the previous games, although it could be just me. Overall, mid to regular gameplay. Can be completed in 10 minutes if not because gallery requires being caught to unlock each girl.
So... how does tthis contribute on the topic? Well, I'd like to see future games that leans more on gameplay and gimmick like the first one. New enemies wouldn't hurt as log as they can be a threat (either on their own or in groups). No cheap tricks to progress while ignoring enemies. If anything, customization would be a good addition for this kind of game after completition, such as item/mob adjustment and endless mode. It opens up new ways of playing and challenging oneself.