General
- This is coming together nicely, but it needs a lot of feeling put into the interactions.
- It's almost a shame there isn't a narrative pulling this together right now! Focus on getting the last of the art in and polishing the interactions and environment, but if you get that done in time, it would be nice to go back to the idea of giving everything some sense of meaning through a literal narrative of sorts.
Arcade
- The corridor loop doesn't feel like a corridor loop when things are different at the other end! I see what you're trying to achieve, but maybe you could give the player an indication that these things have just stopped moving?
- When/if you fall in the "water", it would be nice to feel like it has some response other than a cheap fade - there's no splash, no water effects, etc ...
- The same with the planks and reaching the tape. Work on putting LIFE into those interactions. Planks that THUMP down with WEIGHT and SOUND and PARTICLES. Grabbing the tape should WARP you back to the bar
Disco
- The transition from the "hub" to the Disco felt sudden and awkward in a less-than-pleasing way
- Similarly, the transition from the walkway to the Disco felt off - I get that disorientation might be the goal, but having it hit right after revealing the last corridor felt like you mistimed it, rather than I was confused (if that makes sense)
- I love the balance of guidance and non-guidance at the start of the big Disco - I walked right past the stairs, just enough to get a bit lost, turned around, and saw my path forward.
- The opposite happened when I went down the stairs - exploratory area to the right, clear path to the left. Consider putting the door on the other side?
- The twist of position here felt a bit forced. Might be because I cheated and did the Bathroom section first, but it wasn't as natural as - say - the prototype of the twisting corridor I played before ...
- Is the repetitious and annoying nature of the disco tune deliberate? I was going to suggest it should warp with the environment, but just aggressively repeating that riff as though it's trying to deliberately be annoying is kinda cool.
- The last twisting corridor is the same issue as the first - a bit sudden.
- Ending is very bland.
Bathroom:
- Nice job of guiding the player, but the transition from the (awesome) dripping neon corridor to the bathroom is still a bit of a let-down. Also, would love to see something preventing me turning back the way (maybe doing an unseen teleport, so either end of the corridor will dump you in the same spot?)
- Fall needs impact! Sound, camera and control-sensitivity.
- Lost me a bit in the white floor room. Need to lure me forward to the pathway.
- Let me fall in the toilet a bit longer and experience more weirdness of the swirling tunnel