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Although this isn't what you specifically asked for in your post, sometimes people play without much to say, which is why they don’t comment. I'm one of those cases. I played your game and voted, influenced by the tone of Silent Hill 1 right from the start. I appreciated the well-constructed meta language and the strategic placement of enemies throughout the map. However, I found the camera a bit problematic; it felt dizzying, like of how Galerians sometimes obscured items by positioning the camera in ways that hid them in blind spots or delays interactios if you accidentally pressed up-left. Your game has a similar delay that you need to refine gradually to reach your desired point, preserving the retro look but with modern adjustments in controls and design.

Following that old design logic often leads to frustrations like feeling “stuck” because the cryptic exploration of that time aimed to extend gameplay rather than focus on conciseness. This was more a mix of market trends and technological limitations than artistic philosophy. Games that didn’t adopt this approach were primarily arcade titles, designed for endless replay and centered on challenging difficulty rather than cryptic elements. Last Call Swamp and your game are two excellent retro examples from this jam. I thought the “based on real events” plot with that one on a certain feed (don’t spoil it to avoid ruining the well-crafted twist!) was clever; I enjoyed the references and gameplay. I didn't comment before, and I plan to keep it that way because my thoughts were more about the project’s nature rather than specific critiques or praises for the game, as you can see. If you tweak these elements, it would stop being retro in no time.

I apologize for somewhat disrupting your post without directly contributing to what you asked for. However, since you have three games and this one seems to be on a larger scale, I decided to comment to ease any concerns you might have. If you compare the number of downloads and see it doesn’t reflect in the comments, votes, or followers, that’s natural. You did a good job. It’s like enjoying a great hamburger and thinking, “this is very good!” but not feeling compelled to comment further, unlike if it were cold or tasteless. It doesn’t mean there’s a problem; it’s just an experience that happens on its own, like your MC journey. Wishing you a great day or night! ⋆。°✩

(+1)

Thank you so much for your thoughtful feedback! Your insights are incredibly reassuring, especially regarding how players interact with retro-inspired games like Requiem. I’m glad the Silent Hill tone, meta storytelling, and twist left an impact; getting that nostalgia feel right was a priority, so it’s great to hear it resonated!

Your comments on the camera are helpful too. Balancing that retro camera style with modern comfort is definitely something I’ll keep refining post-jam. It’s a fine line between honoring the original feel and ensuring a smooth, frustration-free experience.

And I truly appreciate your encouragement about player feedback. Knowing that players might enjoy the experience in a quiet way is valuable perspective and definitely helps to ease my concerns.

Thanks again for taking the time to share this, and I wish you a great day or night as well!