

As long as these decisions matter that is. But deciding whether you take the lamp or the book with you after a few minutes is a completely different matter. Spending 10 hours only to click Left instead of Right before the Boss' lair is boring. The more decisions one can do the better. I've been on both sides, depending on how much time I would need to spend with the same stuff I've already done in previous runs. Others might simply look up a walkthrough that shows them the other endings. The players who enjoy playing a game multiple times will try to follow the advice they got.

If only you had taken the knife with you that the Antagonist just used to stab you, things might have gone a different route. But if your game makes it obvious that there are multiple endings and each ending gives information about a possible other ending, one of them being good, then everything is fine. This would make the player feel like all of their effort was indeed wasted. Having only bad endings would probably be a bad idea. Because you spend most of your time in the game itself: The journey is the destination.

I've played quite a few horror games that were created with the RPG Maker (I am not affiliated with the company) for example where there are lots of bad endings - and I enjoyed all of them. If you are going for a darker themed game, and your description suggests that you are doing this, then having multiple bad endings is fine. It depends on your genre - in horror games this can be a very good decision Don't ask me why, it would be VERY complicated to explain why that's not an option for me. Side Note: because of the nature of the story, it can only have one good ending, not multiple. Example: if you make sure a certain character lives until a certain point, that character later manages to prevent the genocide that ended your run in one of the bad endings.
