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That had a lot of potential. It was great to see classic dungeon crawler elements like fireball emitters (very nicely done), hidden walls (brutal from the first room though), secret door with secret buttons, teleporters (aggrrr), random rotations (very disorienting). You were only missing push/pull blocks, pressure plates and pit traps for the full monty.

The opening screen was nice, if you made it by hand especially. The logo could perhaps have been more solid, rather than as soft as it was. It didn't stand out enough from the background art style. Font was just the Unity default, it would be nice to have seen a font choice made to match the art style in some way.

The first voiceover had us impressed, it sounded good (for AI we assume). But then there was too much of it, and too much narrative text that didn't add enough to the start of the game when you just wanted to start playing. One paragraph, start the game and then maybe reveal some of those lines as you progress through the game. When you added narrative in game you blocked the player until they pressed Next which affected the flow of the game negatively. It didn't add enough to the "fun" or "playability" of the game to warrant forcing you to take notice of it before continuing.

Movement was OK, but it was very fast and snappy, not very smooth and the movement between tiles was very linear and didn't suggest you were walking. Tile size and camera angle seemed on point. There was no free look, which would have been nice in the larger rooms.

Combat was OK, although it wasn't very satisfying when you did damage, or eliminated an enemy. They just disappeared with no sound effects or graphical effects to indicate you'd won. We actually looked around to see if the enemy had run away. We only found two attacks you could do, close up melee or a ranged attack. Some enemies fired diagonally at you, which was a surprise, and not in classic grid crawlers. It also meant you could easily two step and range attack on the other square after it shoots. We died almost instantly, after 35 mins of player when we encountered a brutal guy with demonic symbol behind him. With them all being sprites there was no rotation element to their movement which might let you get a side attack in before they could launch an attack. This may have been deliberate but then it's attacks perhaps shouldn't be so devastating.

The lighting and shadows were a bit confusing in places. Sometimes they cast through walls from other rooms when they shouldn't have, making it disorienting and immersion breaking. The textures were OK but they didn't seem to fit with the lighting and shadow styles somehow. In some cases, like the brickwork, the textures didn't tile correctly so it was visually jarring to see. The lighting seemed to be blown out in places too (possibly a Unity URP issue). The textures were all just diffuse, possibly with a specular component to some parts, but no normal maps, ambient occlusion, etc. They might have enhanced the atmosphere a bit more, and disguised some of the texture tiling problems as well.

Sound effects were OK with the ambient background noise and doors opening. We didn't hear any music at the start or during the game, which might have added to the combat a bit.

Overall, a good entry with lots of interesting aspects, but perhaps it didn't come together quite as cohesively as your NeuroNexus entry last year. We had some fun in places, but we had more fun with your previous entry.