Thanks for the thorough feedback! I had some apprehensions about that first room. The idea was to force players to backtrack past an enemy they already killed to teach them the enemy resurrection mechanic, but you are right that there are too many other rooms that are red herrings forcing the player to get lost/frustrated.
The lighting/stutters seem to be mostly attributable to it being a web build and runs more smoothly in the windows build. I'll have to do a balance pass looking at ammo quantity/placement and the key placement in that first room.
Refractal
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Thanks for playing the game and providing feedback! My intention was that the player would need to aim down the sights of their weapon to aim accurately, but I can see the desire for a crosshair even if it gives the shooting a bit of bloom as a tradeoff. Yeah, damage feedback makes sense. I was considering adding some blood effects, but the web build was being a little finicky and there's only so much you can do in 2 weeks ;) .
Just got my game submitted. It was a lot of fun developing the core mechanic and it was an interesting challenge to create my first narrative game. You explore an anomaly at the bottom of the ocean using only sonar to navigate.
I'm looking forward to seeing what you've all been working on this week, good luck to everyone and good job for getting a game submitted!