Wow. Thanks a lot for the feedback!
Thanks a lot for voting on the game, I really appreciate it!
I'm glad you really liked the menu and level selector.
I appreciate the critique on the music, and yes, it was designed to depict the nightmare of the game's lore.
As for the credits, I didn't even notice the spelling mistake lol.
Sorry the controls were hell for you. I'm going to be honest, I wasn't even aware an AZERTY keyboard exists. I learned about that much much later on in the jam, and I'm going to make sure to make the controls proper in my upcoming games.
I'm glad the tutorial was understandable and explained everything correctly, I didn't playtest the game thoroughly, so I wasn't sure if everything was clear.
I'm very glad to hear you liked the headbobbing. I heard that a lot of people don't like headbobbing in games, but I thought it simulated the character's panic really well, plus I just really like it so I would add it anyway. I would definitely add more camera movement to the game, but I ran out of time and needed to move on to other things.
Anxiety doesn't increase faster when other characters are around. In the game, the characters were supposed to be literally everywhere, but I designed the levels first and added the characters later, and they just wouldn't fit in the hallways. I really wanted to expand upon the whole anxiety meter, but most of the things I had planned for it I either couldn't get to work, or didn't have time to add anymore.
Glad you liked the post-processing effects and disorientation when the anxiety bar goes low.
Glad you liked the level design! I designed the first level to be hard, but completable, so the player gets an idea of the game's difficulty. I have put a few easter eggs in the game, including the paintings. All the paintings should have the images in correctly. If the one you saw was horizontally, it is most likely an oversight by me.
The second level I wanted to be hard, but I think I accidentally made it a bit too hard. I was kinda messing around with the maze and then I looked at it from bird's eye view and I was like: Oh no. But it was too late to change it so I just kept the level impossible. And yes, the second level is massive.
The doors needed to stay open so the player doesn't get extremely lost when running around. The game would be literally impossible if they closed on the player. The nightmare mode is a great suggestion!
The doors opening the wrong way are caused by two hallways from different directions being connected. I sadly had no clue how to code the doors to open based on where the player is. It's quite bad because a lot of people (including me) kept getting stuck behind them.
I'm glad you liked the die-and-retry rage game aspect of the game, and understood the strategy aspect of it.
The third level is actually not even that big. In fact, i think it's smaller than the first one. I just designed it to have every room look the same, which made it very disorientating, and even I sometimes couldn't find the exit when I was testing haha.
I'm so happy you liked the concept of the game! No, the levels were not randomly generated and didn't use any algorithm. I was actually kind of mad when I was making the game because I really wanted to make them randomly generated, as it would make the game design process a lot faster and easier as well as the gameplay. However I am quite new to game dev and had no idea how procedural generation works. Really glad you liked the fast paced labyrinth crashing, it's very appreciated! I don't know if the game is really original, but thanks a lot for the high praise! Really glad you like the level design and the graphics. I was going for a PS1 style for them, but they ended up being just a regular low poly style. Thanks a lot for this great comment, it massively helped! I'm definitely going to take a lot of your feedback and use it if I ever make a remake of this game!
PS: Don't count how many times I said glad in this entire comment section.