This was a very cool game! Just from seeing the screenshots and description I thought of the lidar game and It Steals. I did not finish the game because I am quite busy. But the user experience was great! I enjoyed the the ambiance of the environment and most of the sound design.
Now for if you would like small nitpicks and feedback
- I agree with @SerenityDev in the fact that the monster may need a buff in lethality, as it became quite easy to not be killed. Perhaps making the monster more hazy/transparent or completely invisible would work well. Since you already have the popup of text to let players know when the monster is near, I think this would still be a fair experience. Also the player would be able to scan for the monster with the sonar gun, so the player would still be able to search for it.
- While the majority of the sound design was lovely, sometimes it was a bit difficult to tell where the monster was based on the sounds it made, if that was intentional design thats great. But it was also a little hard to tell if the sound was part of the atmosphere.
- The sonar gun was great and worked as expected, there was great incentive for the player to use it as it was easier to get lost in the haze without it. One small nitpick I have though is the color theory associated with the dots that appear lol. as far as I can tell, blue = farther away, red = closer to player, and green = monster. When I was playing and I scanned the monster, I assumed that green meant "good" so I thought it was something I needed to pick up. To my surprise, it was the monster instead. Perhaps swapping the color green and red would be a good fix, as red is usually associated with "bad" and would lead to good affordances in game design. Affordances being "I assume [x] because of [y]", the visuals/mechanics/sound/etc. of something implying how it works within your worldspace and how it interacts with other elements of your game.
But in total, very good game! I gave it good ratings and I just wanted to share my bit of feedback