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(+1)

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!

(+1)

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!