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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