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(+2)

I like the concept of a horror-platformer, with games like Limbo being a key favourite of mine. The animation and character design was very nice, by having a simple art style you were able to evoke a creepy feel and environment.

The enemies' hitboxes were very unforgiving and the level design was a bit rudimentary, devolving into just jumping on enemies and getting through the game. This game felt like something that would have a narrative or story attached to it. Whilst there was a background, it wasn't explored in any significant capacity. If you are going to have a story and a game with little gameplay, that is entirely fair and there are a ton of examples where this has been the case (again, Limbo is a great one). But you need to actually have a narrative to go along with, it's no use writing a beginning and then saying "oh he's forgiven himself" at the end.

I can see the sort of game you were going for, perhaps it was a bit out of scope of what you could do within your timeframe. It seems like an early prototype for a longer form narrative horror game, which is ok. Consider what you can get done in the time you are given and how best to get your idea across in a small-scale game. A good attempt, overall.

(+1)

Hiya, thanks for the feedback! Glad you liked the animation and character design - I can definitely understand where you're coming from with regards to getting across the narrative. I think the main issue was the time constraint as we'd planned a narrative that worked with the enemy design then realised it was too late to delve deeper into the story and get it across to the player hence the long description box aha :D. Hopefully , with a longer deadline more time could be spent on getting across a story more effectively. Totally agree with taking timescale into consideration for the next game :D.