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! :)