Thanks, happy you liked it.
I would have loved to put more in but 5 days was a tight enough deadline just to make something that loads properly, VR is tricky.
I'm sorry your daughter did not find my little game fun but I am glad it has fear vibes.
The lighting is not the final balance that I intended but, you know, game jam pressure. It's not entirely black (mostly) and if you use the flash from the gun to find your way guided by the hand prints, there is relief from the dark when you complete the objective, just stock up with the spare ammo first by loading it into the gun, ejecting and loading the next one (I meant to add more ammo by default, but, game jam time).
Sorry about the ammo, it's not a bug though. There are 2 ammo counts, the clip count and how much is stored, you increase the stored amount by loading the found mags into the gun, it is a bit clumsy and pulling empty mags from stored is not cool. So thanks, I will improve on that system. The heads are on the upper levels.
Hi, thanks for holding off. There are bloody hand prints on the walls pointing in the direction you need to go. The gun emits a flash of light when fired. The baking of the lightmaps was a bit of a faff to get working so I just had to publish where I had got to. Perceptually the Mobile version looks darker than the PC when I was testing with my Q2 with a link cable, but they are playable as it is not totally blacked out. Just don't drop your gun as I haven't sorted out distance grabbing!