Is this game still in development? Because to be completely honest, it feels very unfinished at the moment, and there are quite a few issues that need addressing before it can deliver a good experience for the player.
I’ve played the game myself, and I wanted to offer some honest, constructive feedback because I think there are some things here that could be improved significantly. Sometimes it helps to have someone approach it with fresh eyes :)
First impressions and the main menu
The main menu feels sluggish and unresponsive. Everything needs to feel snappy and immediate, particularly when navigating menus. When the player hovers over an option, there should be instant feedback, such as a subtle sound effect and a visual highlight to indicate which option is selected. These are small details, but they make a huge difference to how polished a game feels.
The transition from the menu into the game is also far too slow. The fadeout takes longer than necessary and makes the whole experience feel sluggish before the player has even started playing. Keep transitions short, purposeful and responsive. You don't want players getting bored before they've even had a chance to experience the game.
Text, objectives and tutorials
When I started the game, a large amount of text appeared on screen and began fading away automatically while I was still trying to read it. It then lingered on screen, slowly fading out and cluttering the gameplay. This is a frustrating way to introduce information, especially when that information is important to understanding what the player is supposed to do.
If you're giving the player a substantial amount of text to read, display it in a proper pop-up window with a button to close it once they've finished. Alternatively, let the player advance through the text at their own pace. Don't assume everyone reads at the same speed, and never make important information disappear before the player has had a reasonable opportunity to understand it.
I also heard a loud jumpscare sound right at the beginning as I was looking around, but there was nothing obvious on screen to explain what was happening. At the same time, the objective text was disappearing, so I was distracted by the sound and ended up missing the objective entirely.
If a jumpscare is supposed to establish atmosphere or frighten the player, there should be something meaningful behind it. Otherwise, it just feels like a random, unnecessarily loud sound effect. More importantly, don't introduce an important objective at the exact moment you're deliberately distracting the player.
These might seem like relatively minor issues individually, but together they make the opening feel confusing, clumsy and unpolished. First impressions matter, particularly in horror games, where atmosphere, pacing and immersion are so important.
Level design, doors and collision
When I started exploring, I walked past several rooms with open doors and naturally assumed I could enter them. However, it felt as though an invisible barrier was preventing me from going inside. Initially, I thought there might be a problem with the player's collision settings or that the player collider was too large, but eventually I realised those rooms might simply be inaccessible.
If a door is open, players will naturally expect to be able to walk through it. If a room isn't accessible, consider closing the door, blocking the entrance with something visible or using environmental design to make it obvious that the area is inaccessible. Invisible barriers in seemingly accessible spaces can make players think the game is broken, even when the behaviour is intentional.
It's important to remember that players don't know which areas are accessible and which aren't. They can only make assumptions based on what the game shows them.
Navigation and making objectives clear
Eventually, I found my way to the terminal, where the character said something along the lines of not having much to work with and suggested starting with the name in the case file documents?
The problem was that, at this point, I had no idea what name I was supposed to be looking for, lol, let alone where to find the relevant documents :) I'd already struggled to work out where I needed to go, so being given another vague instruction without enough context only added to the confusion.
This is where clearer objective design would make a massive difference. When the game tells the player to find a name in a case file, it needs to establish where those documents are, what the player should be looking for, or at least give them enough information to work it out naturally.
You could also consider introducing a simple interaction and navigation system. For example, highlight important interactive objects when the player gets close, display a small prompt explaining what can be interacted with, or provide an optional hint system for players who get stuck. You could even use a subtle objective indicator to help players orient themselves without completely removing the need for exploration.
I'm not suggesting that you hold the player's hand throughout the entire game. Horror games benefit from uncertainty, and figuring things out can be part of the fun. However, there's a difference between deliberately creating tension and leaving the player confused because the game hasn't communicated what they need to do :)
A basic pause menu is essential
I also had to close the game completely just to go back and read information I'd missed earlier. That's something the player shouldn't have to do.
At the very least, pressing Esc should open a pause menu with options to resume, return to the main menu and quit the game. It would also be useful to include an objectives screen if possible, so players can check what they're currently supposed to be doing. Alternatively, you could always keep the object text in the top corner, similar to games like Fears To Fathom.
If important information is introduced through dialogue, notes or case files, consider allowing players to revisit that information through an in-game journal or document system. That way, players can focus on exploring and enjoying the game without worrying that they've permanently missed something important.
The bigger issue: player experience and polish
I could go into more detail, but I think there's already quite a bit here to work through.
The common thread running through these issues is that the game doesn't consistently communicate with the player. Menus feel sluggish, important text disappears too quickly, accessible-looking areas are blocked by invisible barriers, and objectives aren't always clear enough to follow.
Individually, these might sound like small problems. Collectively, however, they can make the game feel much less polished than it might otherwise be. They can also cause players to abandon a game before they've had a chance to appreciate its atmosphere, story or mechanics.
I'd strongly recommend prioritising the fundamentals first: responsive menus, readable and persistent objectives, clear interaction feedback, sensible collision and level design, and a basic pause menu. Once those foundations are solid, you can build on them with more advanced features and mechanics.
I genuinely hope you take this feedback in the spirit it's intended. I'm not trying to insult you or suggest that making a game is easy. Quite the opposite: I know there's a lot of work involved in game development, and I'm offering this feedback because I think addressing these issues could make a noticeable difference to the overall experience :D
One thing that's easy to forget as a developer, is that you already know your game inside out, but a new player doesn't. You know where everything is, what each objective means, which doors can be opened, what happens next and how the game is supposed to work. A first-time player has none of that knowledge.
That's why it's so important to test your game from the perspective of someone who has never played it before. Watch where they get confused, where they hesitate, what they misunderstand and where they struggle to progress. Those moments can reveal problems you might never notice yourself because you already know the answers.
There may well be a good game underneath these issues, but right now, too many basic usability and polish problems are getting in the way of the experience.
I hope you can use this feedback to identify areas for improvement and make the game more intuitive, immersive and enjoyable. I'm being direct because I think these things genuinely matter, and I think you have the potential of a great game here! : ) All the best!