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(3 edits) (+1)

Hello, I played a little bit of your game.

I really like how you reduced the overall file size and gave it a retro-style graphic. I'm a fan of this art style.

After looking around the first floor, I figured out that there are investigation elements and combat mechanics. Being able to use the knife to save ammunition is a great feature. While exploring the first floor, I noticed the light switches in the rooms, so I learned to look for them first whenever entering a dark room.

However, once I went up to the second floor, I quickly got surrounded by enemies in total darkness. That sort of thing is pretty common in this type of game, so that's fine. But afterward, when I decided to turn back and try to retreat, I looked behind me and it was so dark I couldn't see a thing, leaving me unsure if I could even go back.

Since players often try to step back and rethink their strategy in situations like this, I felt that unless making everything pitch-black serves a specific purpose in your core design philosophy, it might be better to make it clearer that you can actually turn back.

I'll play the rest later. Best regards!

Hi, thank you for taking the time to write all this — really useful, and I'm glad the art style landed.

You're right about the darkness. Not being able to find the way back isn't tension, it's just confusion. I've adjusted a few things based on your comment, so hopefully it feels better now.

Thanks again — enjoy the rest!