- Super well executed game with very consistent artsyle. Well thatt was scary. The asylum was very well made and totally believable. The creatures were simple but scary enough, and the flashlight mechanic was smart.
- The enemies felt so pushing when I wasn't fast enough, and that was great. It made them look much more dangerous.
- The tutorials and interations where super clean and gave me the feeling of a big scale game. Those felt super polished.
- My biggest complain was with the resource management:
I would say, also, there were plenty of resources, specially for flashlight. I wasn't sure if I had to economize the batery until I started finding batteries everywhere. One of the most scary thing was inspecting the corners of a room using the flashlight, expecting something to appear and go after you. I would be a more stressful moment if I felt like using too much in the flashlight (and so, wasting it), but I've never been below 5000 battery life. - On the other hand, I thought it would be the same for ammo, and I totally wasted it in areas that was absolutely pointless, and then I was wishing I saved them for a better ocasion, but mistakes were made, and that impotence is awesome for this kind of games. So really well done with that. Same with health. Awesome job with those
- Also, I'm kind of a slow reader, the custscenes's duration were too short. But there is no way to control that. I suggest to give a try to the visual novel mode of the engine, while using other images. But I understand that time was the one one who lead to that decision.
I said many things, but I feel satisfied whith what I've just played. The game was greatly executed.
Good job!