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(+1)

intro:

- while i love the atmosphere and especially the music/sound design ambience, and was genuinely interested the lore/worldbuilding the text was doing, it was way too long. i timed it after my first run and it was a full 2min 30s. i highly rec'd adding a skip function (with a confirm) to the intro, as i wanted to try both modes i sat through a full 5min of the same music/text. this will turn off a lot of casual browser players, especially for a jam, and hurts replayability.

audio:

- sfx were a little bland and static, some monster sounds/impacts on hit/reactions from the player char in general when you miss an enem/etc would be nice.

- music/sound in the intro normal intro as said was very nice. halloween mode's cutoff in an awkward way when looping. would've turned off the music in Halloween mode if it was an option as it kinda clashed with the atmosphere of the game overall.

display/presentation:

- when in a half-size browser window on my large monitor, the fullscreen button disappears. this is unusual for me on itch.

- the "night" halloween mode filter was nicely done, and definitely works as both a visual switch and a difficulty changeup due to visibility as Jakob mentioned.

- some of the radio text ran offscreen for me or wasn't centered. good dialogue, good banter.

- graphics were simple but well done. not sure if there are other enemies but a little variety there would be nice. variants are always fun, and can feed into different movements/abilities.

- the blood effect at the end of the intro was very sudden and didn't feel like splatter so much as as a layer popping into place.

gameplay:

- core loop was good, very simple but i didn't find myself getting bored and the difficulty ramp was surprising the first time, to say the least. i got to the i think 3rd or maybe 4th wave and had to call it, but if the ramp continues to just speed them up maybe add a movement like zig zagging or phase-stepping in addition to the running.

- infinite ammo with a slight delay between shots, i might change to an actual bolt action sound/motion

- no pause screen, no on-screen instructions, no controls/settings is a big negative for me.

- zoom is kinda busted, couldn't really use it at all and if i could've disabled it i would have as my mac mouse is one flush piece and accidentally triggering it was annoying after the third time. it's also very slow, and is either on or off, which contradict each other a bit. i would add steps to the zoom amount so players can actually choose where it sits instead of just on/off.

Thanks for taking the time to write such detailed feedback!


Intro:

We tried to put as much emphasis on the atmosphere as possible. I know the intro ended up being a little long, and unfortunately, with the last-minute rush at the end of the jam, we simply ran out of time to polish it further. We actually made a developer shortcut to skip it during the early testing phase, though!


Audio:

These are some great suggestions, and they'll definitely come in handy for future jams.


Display/presentation:

That's an interesting bug! We didn't come across it during testing, but that doesn't necessarily mean much.

I'm glad you liked the look of the Halloween mode, especially considering it was put together in a bit of a rush, in roughly two hours.

We didn't encounter the text issue with the radio either, although it's worth mentioning that, unfortunately, we weren't able to test the game on Mac.

The enemy variations were another thing we had to leave out due to time constraints. Originally, we wanted to add vampires with pumpkin heads and witch hats to the Halloween mode, but we eventually had to scrap that idea.

Your criticism regarding the blood effects is spot on. We hadn't noticed it ourselves, but looking back, I agree that they don't quite feel right.


Gameplay:

The difficulty curve did end up being a bit steep, that's true. (Even I only managed to complete it flawlessly once or twice...) Adding task descriptions hadn't even crossed our minds, but looking back, I can see that they were indeed missing. The pause menu was another feature we had to leave out due to time constraints.

That's a good point about the zoom as well. We hadn't even thought about that, even though I actually have a mouse with those buttons myself! In the end, the zoom mechanic somehow stuck around from the very first version, even though it was pretty clunky and almost useless in practice.


Once again, thanks a lot for taking the time to write up such detailed feedback! :)