I like the atmosphere that in the game a lot. The movement was sort of slow, but I wasn’t too bothered by that, but I would really have wanted to queue up one move/turn instruction. It left me kind of confused in the beginning about which key was strafe and which was turn because when I pressed forward and turn and I just moved forward, my mind went “I guess this is one of those games with strafe on Q/E” and then I pressed A/D to turn and I strafed and that took me a while to sort out.
The choice to show enemies on the minimap felt a bit odd. At least showing those that I hadn’t seen yet. Because the game did have a lot of suspense in the sounds and environment. But then being able to see the exact location took a quite a bit of that away.
I should also say that I though the, I’m not sure what exactly they were - things - one could click to get a bit of narration. I though they were just air or current or something like that coming up from the ground. It was only when I got close to the end that I accidentally clicked one and realized what they were.
Fighting was both nice and a bit off. It felt strange that the enemies could occupy the same tile as me. It also made the camera film out from inside their meshes. The enemies also could clip through obstacles in the world. Which felt wrong. But the here I think the slowness of one’s own movement and the long ready time after each attack worked very well with the dance around the enemy combat. And with scarcity of powerful ammo, having resort to the knife. It made for a good compliment to the suspense in the game in general.
The pacing there was also good, with a bit of a breather between the fights.
I think it could have been cool with letting loose more than one enemy after the player in the larger areas. In particular, since the end story was kind of building up towards something. The size of the final outside area was really a bit unnecessary as it is now. Why did I have to walk the last bit that didn’t have any story or enemies? There were a sequence of large rooms, and coming from a very large and scary area that felt like it could have had a shark. At least one of the last rooms could very well have had a couple of enemies that you can try and fight simultaneously or just run for it in panic. I think something like that would have been a more fitting climax.
I tried recording the playthrough but for some reason it just turned into a black screen with the sounds.