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(+1)

Hi! It wasn’t easy, but I managed to finish the game :) I’ll start with the positives.

**Positives:**

1. I always appreciate in-game settings in the main menu. It’s great to have the option to customize the game.

2. The PS1-inspired style is spot-on, and I love it. Special shout-out to whoever decided to add the PS1 startup screen at the beginning—it really hit me with nostalgia.

3. It was nice to see animations change based on the character’s health level, making gameplay feel more realistic.

4. I found a hidden room with corpses in the cave and picked up a shotgun. It was a nice surprise, and I assume it was an optional find. It’s always great to discover hidden areas in a game.

5. I loved the audio tapes; it’s much better to listen to the story than to read and break the game’s flow.

6. I expected cultists to be the only enemies, but then a new type appeared and surprised me—and killed me a couple of times.

7. The inventory in RE style is awesome, and I noticed a quick-access slot (which I didn’t actually use).

8. The pop-up Windows message asking, “Are you feeling lonely?” was something I truly didn’t expect—a clever fourth-wall break.

**Negatives:**

1. The camera was a big issue. The game has a classic horror feel with tank controls, but the camera jumps all over the place. I was glad to see the third-person shooting mode, though I only realized what the eye icon was for at the end. Initially, I thought it was an indicator of enemy vision and only later noticed it controlled the third-person view, which wasn’t intuitive. The camera needs some work.

2. Sometimes, when approaching an item, I couldn’t interact with it until I moved closer, even though the interaction icon was showing. The icon appears before you’re actually close enough to interact.

3. When listening to an audio recording, the voice on the tape and an enemy whispering overlapped, creating a sound mess.

4. At the start, there’s a developer’s note in a dead hand on the roof. At first, I tried jumping to reach it, then thought I needed to shoot it down, which just wasted my ammo—not a pleasant experience.

5. The character model sometimes disappears, especially during cutscenes.

6. The gun’s damage is strangely similar to the main character’s kick. I don’t think a kick should equal a gunshot, but the game treats it that way.

7. There’s no visual feedback when the protagonist is hit by an enemy, aside from an animation that only shows after the fight.

8. It’s odd that you find shotgun ammo before pistol ammo, even though you find the pistol first. This could be a resource management issue, or maybe I just missed the pistol ammo.

9. I noticed that items don’t respawn after death. After my first death, my flashlight, which I’d previously picked up, was gone. I had seen a code on the wall using the flashlight, but I couldn’t remember it since I was attacked right after. When I returned for my items, the flashlight was missing—maybe the monster took it.

10. I managed to skip the second gate code by parkouring over it. I’m not sure why there’s parkour in a tank-controlled game, but it saved me time on the puzzle. Although I’m grateful, it’s still a downside since it allowed me to bypass part of the game. However, if that was intentional, consider it a positive.

11. The pipe weapon behaves strangely. Sometimes it seemed like the character ran out of stamina and switched to kicking while still holding the pipe. Switching weapons fixed this, though.

12. By the end, the music was overlapping and created quite a noise.

**Conclusion:** Whew! The game is strange; it has a lot of cool and odd elements and a bit of both positive and negative experiences. For example, I broke a cultist’s flashlight at the start, which was funny, though maybe that’s why my flashlight went missing later—the cultists took what was rightfully theirs from my corpse. The parkour mechanics felt like they’d been left on by default. The cultists’ whispers were amusing, especially when I kicked them while they were in ragdoll mode and still talking. There was a strange message on the gate about hiring workers—is this an in-game offer or an actual job post for a modeler? Haha.

**About the Ending:** After the Windows pop-up, I chose to let the developer take control. He agreed, and then I saw him standing in a room with a TV. When a picture appeared, I thought, “Oh, the developer recorded himself in the game—cool!” After a few seconds, I thought, “Wait, he looks a lot like me…strange,” and only then realized it was a feed from my webcam. That part genuinely blew my mind. I was impressed but felt uneasy, realizing I was being watched. It was incredibly inventive and unexpected.

A fantastic experience, even if the game itself was a bit contradictory. You clearly put a lot of effort into it, and it shows. Thanks for the game! :) 

(+1)

Thank you so much for your incredibly detailed review! I’m so glad to hear you enjoyed the game, and I really appreciate the time you took to share both positives and negatives. Here’s my breakdown:

Positives:

1. Thank you! I’m really happy the settings menu stood out—it was one of those features I spent more time on than I probably should’ve, but I knew it’d enhance the experience!

2. Capturing the nostalgia of the PS1 era was one of my main goals, so I’m thrilled it hit home. The startup screen was a last-minute touch, and I’m glad it resonated!

3. Health-based animations were essential for getting that survival horror feel—totally worth the hassle to implement!

4. You found the hidden shotgun cache! It’s always awesome when players stumble upon those secrets.

5. The audio logs were definitely a must for immersion—I wanted to keep the pacing smooth while delivering exposition through various channels, including voiceovers.

6. Lurkers are definitely there to catch players off guard! They were really fun to design, so I’m glad they added some challenge to the experience.

7. I’m happy to hear the RE-style inventory worked well for you! I ran out of time for balancing the resource scarcity, but that’s high on the post-jam list.

8. The Windows pop-up was my way of breaking the fourth wall while keeping the player uneasy—I’m so glad it had the intended effect!

Negatives:

1. The camera system has definitely been tricky, especially with the fixed angles and tank controls. Camera transitions are hit or miss on different setups, so I plan to rework and optimize that post-jam. Also, I hear you about the third-person view—better tutorialization is needed for sure!

2. Thanks for pointing out the interaction distance issue—I’ll work on fixing the sensitivity there.

3. Overlapping sounds (enemy whispers + audio log) are on my post-jam bug list. Definitely frustrating and something I’m working to patch!

4.The developer notes are actually saved directly to your desktop when the text shows on screen! You likely have all of them unlocked already - if you do, there’s a ton of lore in there! The glowing rectangles attached to the hand on the roof are actually meant to convey data corruption, so I’m sorry that wasn’t clear.

5. The disappearing character model is intentional to avoid blocking the view, though the shadow bug is something I need to fix. Post-jam for sure!

6. The damage balance for weapons was left in debugging mode, so kicks and gunshots are a bit off. I’ll fix this for the full release—definitely shouldn’t be equal damage!

7. I experimented with hit animations but they interfered too much with combat, so they didn’t make it into the final build. I’ll revisit this and find a better balance.

8. The pistol ammo is hidden in the alley (maybe too well hidden, haha). The shotgun ammo placement was meant to hint at the shotgun cache, but I see how it could feel odd!

9. Your inventory items should drop on the ground where you died, so you can recover them—but I’ll definitely patch the flashlight bug you ran into!

10. The parkour system was a last-minute addition meant for small obstacles, but it’s still a bit buggy. I’ll refine the raycasts so it doesn’t let you bypass the game!

11. The pipe weapon bug is another tricky one. I’m still digging into the root cause, but I appreciate you flagging it—I’ll keep at it until it’s fixed!

12. I’m really sorry about the music overlap! I just pushed a fix for this a little over an hour ago, so I hope that’ll help in future playthroughs if you decide to revisit it. 

The Ending:

I’m so glad the ending twist got you! That final fourth-wall break was one of my favorite things to design, and I really wanted players to feel that sense of unease, being watched/controlled. Hearing that it worked is amazing! :)

By the way, have you checked out the developer notes or analyzed the audio files in the Requiem folder on your desktop? There’s a lot of extra lore and Easter eggs hidden in there, and I think you’ll enjoy piecing it all together!

Thanks again for your feedback and for playing Requiem! :)

It’s always nice when responses address each point I mentioned. It’s just interesting to read. About the files on the desktop... I checked but didn’t find anything. I usually delete the game after I play it—maybe that’s why I don’t have the folder?

Given your detailed feedback it’s only right to fully respond! :)

And interesting - it should still be there! The folder is stored on the desktop and titled “Requiem” - it should have a ReadMe file, and two folders inside it (one for unlocked audio, and one for developer notes). That’s one of the most stable features so I’d be surprised if it didn’t work. 

Oh, I almost forgot too! You could give that in-game phone number a call and see what happens ;)