Thanks for the feedback!
About the difficulty:
The game is supposed to be be very challenging, I totally agree with the difficulty issues you mentioned. I designed the game so the difficulty ramps up very fast, because I wanted to make every second of the game, intense & content creator friendly. If you remember, I mentioned in the devlogs that I will add a score board to the game, the reason it didn't make it to the final game is because I decided that instead of making the difficulty ramp slow and boring, I want to make it very difficult but intense. When I first started designing the game the first element that I knew for a fact, should be in the game, was a very stressful gameplay.
My answer to the questions:
-When the alert incident is activated, a moving text will appear on the computer screen which tells you everything that you have to do in order to stop lights from going off.
-I agree, events should not happen on night 1, but if nothing interesting happens on night one, then it is a complete waste of time, because on night one no active props spawn. I wanted this night to be a safe place for the player to learn about the events and incidents which are difficult for them, and don't be afraid of props while figuring out the solution to this events & incidents.
-When eclipse sees you a loud sound can be heard and also there will be a visual cue in the sky and also if lights are off, you can see its light. When you hear this sound you have 1.5 seconds to stop touching your mouse and keyboard completely.
-Blood Moon's gameplay idea was that its like Power Down but less dark and props are a lot more aggressive by default on this event. I know this doesn't sound really fun but in higher levels it will cause a lot of chaos. Thunder & Blood Moon are supposed to be easy events and not as progress-ruining as the other two.
-The password task is exactly how you think it is, it requires reading through that text file and finding all the numbers and entering them in order. Also I love to see your gameplay footage! Please notify me when you have put that clip up.
-That task which requires a lot of waiting is random. It can take from 90 to 120 seconds. The idea behind it was that when the player boots up the computer for the first time on a level and sees that task and knows that it could take very long, they do it first first. Also even though it is an easy task, but if it gets combined with an incident which requires you to reboot the computer, it would get problematic.
-Yeah... dragging is buggy, I didn't try much to fix it because I loved how it made the computer seem like it's buggy and outdated. lol
-Yes, props in the kitchen & garage can move. The desk light turns 180 degrees which is just enough to see what is coming out of the kitchen. I intentionally designed it not to show the kitchen completely because active props in kitchen are always at a disadvantage.
-The special objects that can be cursed in the Thunder cannot be uncursed as well as a few other objects that are aggravated during a special event. But everything else can be uncursed if you look at it for 5-10 seconds.
Thank you SO MUCH for your feedback!
Even though I have mostly designed Reanimated to be hard, annoying & confusing but for my next project I will definitely take your advice into consideration. Fortunately I have already planned to make my next horror game less difficult but still stressful.
The core horror idea of Reanimated is that the threat is actively after you under a time limit and you can't flee. But my next game will be much different. In that game, you will have (probably) no time limit and there will not be an active threat. Instead you are forced into a situation and have no other choice but to risk you life and take stupid & risky actions.
I learnt more things from your feedback than everything I ever learnt on classes!