This game was quite frustrating at some points. Dying at 0 meters send you back to 400 meters which felt a bit unfair. If you look at the wall during the monster encounters, it feel like his position locks on to the wall that you look at even if you are trying to look away from it. To be fair the people watching me play this did enjoy the "hell" I was going through when playing. I was extremely determined to get to the end because i hoped there was going to be some form of payoff but there unfortunately wasn't. I guess there's no payoff in hell... Personally it felt like the game lacked the little things. Maybe new textures on the tunnel every once in a while, maybe the tunnel changes shape, maybe there's a fork in the road, maybe there's a random sound effect that plays. Things of those nature. Given the time frame I can understand how that may be difficult to implement, but maybe something to note for the future. I will say I did enjoy having to use sound to avoid the monster and the monsters design was interesting but could definitely be improved upon in terms of textures so it looks more menacing. I believe you have a cool concept here and this could be a good project to continue working on in the future.
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Believe it or not I really enjoy the length of this game. I do agree that a shorter game might be more 'enjoyable' but I like the concept of being tortured I guess lol, as if I were really descending into a tunnel to hell. I think this game captures that feeling very well. That is to say I think I enjoy this game as more of an 'experience' than a traditional game. Like the dread you feel when you know you have 5 hours left in your road trip.
That being said, I feel like I wish the monster was scarier somehow... or like more of a looming threat than one you could see? The 'structure' of the monster also felt kind of claude coded idk but that could be a side effect of how it functions?
Thank you for your comment and advice! I know what the cons of this game are. Unfortunately, I wasted 2 days on another idea, so I only had 5 days to make this game. That's why the game feels a little empty and rushed. I cut out most of the 3D modeling simply because I ran out of time.
The reason why you feel it's Claude-coded is that I did use AI assistance (but it was GPT, actually 😂). To be honest, I found that the monster had to be entity-less, which means it had to feel like a ghost. That's why the arms sometimes cross over each other. I had to test edge cases, including looking directly at the wall, estimating positions, and moving around, to ensure players could always see the monster's head from any direction and position in the tunnel.
So, yeah, I wasn't expecting a lot of comments, but I'll definitely update this game after the jam is over!
Cool mechanic of keeping the enemy out of sight, and was so thankful there was some sort of checkpoint system! would've quit after the first death i had if i had to go back to the start. gets boring after awhile of walking though, the movement feels very slow. even something like adding a jump button i could spam just becase would make me feel more engaged i think. good work!
The game is too repetitive to the point of being boring, but it fulfills the theme.


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