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(+1)

Alright, I finally have time to leave some feedback. So, in terms of the good things, is the fact it has voice acting, which is a nice touch for a jam, especially with a game this heavy in story, and it does introduce its mechanics well as a puzzle game, though some minor points:

- Narrator: some interruption sound for the narrator to maker when you don't let them finish like an "Oh." or "Hm.", so it flows a bit better. Also it could be nice to have the dialogs split up a bit more, so the narrator can return to what they were saying before, if they didn't finish it the first time. Another thing, during the ending sequence if you pick the button before the tape ends, the narrator will still say "Don't press the blue button", even after you already pressed the red one.

- Movement: A setting to turn of the camera bob, personally not an issue for me, but for some it might cause motion sickness, plus a raycast/shapecast check for the ceiling when crouching, so the player input takes effect only once you get into a spot where you can stand. Also something small, like a darker vignette when you're crouching could help the player realize what state they are in.

- Level design: while I don't have too much qualms with the actual puzzles, I would like to see either some more textures, or highlight around some edges when there is a hole in the wall, otherwise the player can just miss them completely since the rooms are dark, the walls don't have any contrasting patterns and those rooms don't have any light highlighting them, nor any dramatic light escaping them.

(+1)

Thanks a ton for taking the time to write such a detailed review! We really appreciate it.

The narrator was actually one of the last systems we finished, and it ended up being a bit more complex than expected because it talks to basically every other system in the game through Blueprint Interfaces. We originally planned for more interruption/reaction lines and better handling for unfinished dialogue. A lot of those lines were actually recorded, we just didn’t have enough time to properly implement them.

By the end we were pretty much running on fumes — we pulled an all-nighter from Saturday into Sunday just trying to get everything into a shippable state  So a few edge cases like the ending dialogue and some of the narrator transitions unfortunately slipped through.

The camera bob and crouching feedback is also really useful. We’ve had a few people mention the head bob now, so having an option to disable it is definitely something we should have considered. The ceiling check while crouching is a good call too.

As for the level visibility, that’s definitely fair as well. We were trying to keep lighting relatively restrained because it gets expensive pretty quickly, and performance was one of our bigger priorities during the jam. Because of that, some of those darker openings ended up being less readable than we would’ve liked. More texture contrast or cheaper visual cues around those areas probably would’ve been a better solution.

Thanks again for playing and for going into this much detail — it’s genuinely really useful feedback for us.

— Inas Dervišić, Lead Dev