The settings menu, PS1-style graphics, and immersive audio were impressive, and I loved the hidden areas and audio tapes for storytelling. The added mechanics like health-based animation changes and a fourth-wall-breaking message were clever. However, the camera was hard to control and sometimes caused disorientation, and some items had inconsistent interaction triggers. I also had issues with overlapping sounds, resource balancing, and an abrupt monster encounter near the end. The webcam reveal at the end was genuinely shocking and inventive. Overall, it was a unique, if quirky, experience—thanks for the game!
Viewing post in Requiem (1998) – Unearthed from the Archives jam comments
Thank you so much for the kind words and detailed feedback—I really appreciate you taking the time to play through Requiem!
I’m thrilled to hear that the settings menu, PS1-style graphics, and audio left a positive impression! Creating those hidden areas and audio tapes for storytelling was a big focus for me, so it’s great to know they resonated with you. And I’m glad the health-based animation changes and the fourth-wall break landed well! Those were definitely meant to heighten the immersion and throw in a few surprises.
As for the negatives, I completely understand your frustrations with the camera—it’s something I’m planning to rework and polish after the jam, as it’s a known issue on some setups. The item interaction triggers are also a priority for me to refine, and I’ll be looking into balancing the sound design to avoid those overlapping moments that break immersion.
I also appreciate the feedback on resource balancing and enemy encounters. These are areas where I plan to do a lot of tuning in future versions to make the gameplay smoother and more intuitive. And I’m really glad the webcam reveal had the intended effect! I wanted to end the game with something memorable, so it’s great to hear it left an impact.
Thanks again for playing and for the thoughtful feedback! It means a lot!