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(+2)

Intro really sets the mood, really effective, big fan of the voice acting, which feels quite wild for the time frame to have such a big scope!
Have you looked at implementing a dithering post processing shader to fix some of the filtering artifacts with the mipmapping on the floor that you see in the infinite hallway?

(+1)

Thank you :-)

The artifacts are cause by the cascading shadows not being adjusted to the inverted shader. I would have had a look at that, the missing multi-light shadows, and other things in the shader, but making the game almost playable was the main priority.