Morning!
I've spent ~15 minutes with your demo.
- After going into a room that takes me to the hallway with notes, I found this error:
- ERROR: Node not found: Timer.
At: scene/main/node.cpp:1381 SCRIPT ERROR: _ready: Attempt to call function 'start' in base 'null instance' on a null instance. At: res://world/gametunnels.gdc:6 - The music stops, I go back to the main room, but I'm not sure I'm getting the full experience. No other room triggers anything.
- ERROR: Node not found: Timer.
The atmosphere wasn't particularly spooky for me. Very dark, yes, but almost too dark (see Screenshot 2). I also had a problem with draw distance (see Screenshot 1). That in particular pulled me out from the overall experience. Could the skybox (or whatever background is being used) be set darker than that blue? If almost black, one may not notice the "pop in" effect as much.
![](https://img.itch.zone/aW1nLzU4OTg4MzUucG5n/original/58xHAA.png)
Screenshot 1 - Blue skybox visible
I did like the hallway with the notes about Cooper. That section legit started to give me "spooky" vibes. Perhaps if it was put first? Or at least encountered before the room with the crayon? It helps give context to the experience.
![](https://img.itch.zone/aW1nLzU4OTg4OTEucG5n/original/YEK%2Fjl.png)
Screenshot 2 - Hello darkness my old friend
Have you tried increasing the movement speed of the player? Even by ~1.5x, it might help keep players engaged with the game. Super slow movement almost always makes me want to quit a game, unless there is a lot to look at (Vanishing of Ethan Carter, or Gone Home as examples). That's just my opinion, though, so make sure it's something you like!
I don't think the game is too busy, per se, but instead a little too open. I like the black texture used for the walls. I think the red texture has a harsh border that makes the units a little distracting once tiled.
For the drawings, yes, definitely. It might be fun to make a jump scare (when players get close to certain ones, maybe it triggers movement, or runs away, or something). If you want more subtle horror, you could make it so that drawings do tiny things, like blink, every once in a while.
Layout:
The layout was a bit confusing, but I was able to build a mental map of the area fairly well. The only thing that really confused me was after the hallway. I think I'm respawned in the room opposite from the one that triggers the event. . . or if not, I got turned around both times I played after that event.
Music:
It was ok. In both play-throughs, the music stopped after the hallway scene. While there, it did help set the tone (dark, alone). Since these are children's drawings coming to life, perhaps a dissonant music box (like Jack-in-the-box music) that slowly plays behind the wind-like music? Again, that's up to your vision/ direction. :-D