For those looking for info on how to not kill the dog: a caller will ask for help getting into their apartment. When prompted, pick up both sheets of paper about the security system (they're side-by-side), then give the caller the alarm test code instead.
In the retail version, just about every character (Forrest and Peggy included) can live or die depending on the choices made. In the game jam version, the story always ends with the killer breaking into the studio.
The station isn't called 189.16: The Scream for nothin'. There's screaming baked into the radio show's sound effects, there's screaming when callers are attacked, there's screaming if the protagonist is backed into a corner.
Discussions and implications of past abusive parenting (a character is kicked out of home for being pregnant, another bluntly has no remorse over the death of his parents, etc.), but none in the main narrative.
A bullied teenager dies prior to the events of the game. Jimmy, a high school student, is always murdered live on air. All other teenaged callers can live or die. No young children are targeted or come to harm.
Some callers are locked up by the killer or are actively being held hostage. A sequence where the protagonist is held captive and must stall for time so help can arrive.
Mostly audio jumpscares, and things getting knocked over unexpectedly, however there is a person in the doorway kind of jumpscare in the last section of the game