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(3 edits)

Eerie. It's impressive what lighting and shaders can do even if everything is low-poly. Couldn't really see the key that I apparently grabbed, though. And I didn't get the implications of the interactables, maybe using sounds on specific moments can sell the idea that "something may go wrong" better. The "difficulty options" were a neat idea to sell the trick, but it felt like I missed something rather than preparing me for danger.