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I think theres no denying an absurd amount of effort went into this game, from the visuals, to the menus, the audio and story etc alot of work. It’d be interesting to know how many people worked on this because it feels like a full team which is super impressive. Think this is definitely one of the better games I have played and will absoloutely be a fantastic game down the line. All the systems are bang on especially the saving of notes and audio.

Wanna clarify rn I’m gonna mention stuff basically as a playtester from now on because in regards to one week it is hard to do much better than what you did and you get a top rating from me.

All that being said I’d say the main complaint from me as far as a game for a jam goes, would be it was too ambitious and broad for a week long project. I played the game for 35 mins in total but couldn’t finish it. I had to give up after a while once I got to the section with the key card, I just had absoloutely no idea where it was. It also took till nearly min 25 to get behind that building because I had no clue I could just walk through that crack in the wall.

Alot of it was pretty frustrating which is a shame as the game visually is dope but stuff was just not clear for me through the entire game. Opening up that website in my browser and opening a folder on my PC 3 times I thought was dodgy so I ended up closing them all straight away which as I played realised might have been a mistake so a heads up about doing that would be good.

Almost stopped playing straight away as I had no idea the bin could be moved and the code was on the wall, that took me at least 5 mins of just walking around until by chance I pushed it on accident then was able to fully glitch through another wall to reveal the full code.

Apart from that the guns felt awesome lol, melee is goofy but its oldschool its meant to be clunky. Quite a few glitched and warping textures around the place and the camera freaked out in the sewer but was fine mostly everywhere else. Game feels way over bloated with 1.2GB zipped and nearly 2GB unzipped. Probably some unneccessary UE5 components and oversized and overdetailed materials causing that.

Audio Nit Pick is all the recordings are in HD, felt out of place everytime so I would reccommend slapping a recording effect on all of them, I think the world trigger chats (That got repetitive but nothing criminal) had effects on em which made the recordings feel extra out of place.

Thats as much as I can recall off the top of my head, don’t know how much of the game was left for me to experience that I couldn’t but well done everyone involved. The AI art use is pretty goofy, I know it’s “ethical” but considering how minor it is, just doing something naturally so you can rid yourself of the disclaimer and AI Use tag might be something you could consider down the line as a luxery if you plan on pushing the game to many people once it is properly done.

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Thank you so much for the in-depth feedback and for giving Requiem a playthrough! I’m really glad to hear the visuals, audio, story, and old-school vibes landed for you, especially with how much went into creating that retro survival horror feel. It was actually a solo dev project (we had four composers and a character modeler as well, but I did everything else) with a one-week time crunch, so it means a lot that it came across as a team effort!

I totally understand your points about the navigation challenges and the ambition being a bit much for a week-long jam—I pushed hard on scope, and I’ll definitely be streamlining things to make key items and pathways more intuitive. I’m also planning to add more subtle guidance (like the dumpster code puzzle) in a future patch to smooth out that early learning curve.

I also appreciate the heads-up on the “dodgy” feel of the browser and desktop interactions; while I wanted them to amp up the ARG vibe, adding a disclaimer at the start should help players feel more comfortable. There are disclaimers on the main game page, but they're woven into the lore so they're likely not obvious enough.

Audio-wise, I’ll definitely look at adding more retro-style effects to the recordings to better match the game’s setting and apply a filter to give them that vintage feel! I intended to run everything through a bitcrusher to get the sound appropriate for the time period, but just didn't have enough time for it. As for the AI-generated images, I get it—it was a quick way to add some polish under tight time constraints, but moving forward, I’ll likely create original assets to keep it fully organic. For what it's worth though, all AI-assisted assets were only roughed out with Adobe and then were properly completed by an artist. Still not an entirely human workflow though.

Thanks again for all your insights—it’s incredibly helpful, and I really appreciate your support and kind words. There’s a full release on the horizon, and with feedback like this, it’ll be better than ever!

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Being a solo dev project is mental to be honest I would have guessed at least 4-5 people. Hats off to you completely!

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Thank you so much!