Using window washing as a gameplay hook was pretty interesting and I loved the way the "story" progressed. I really didn't expect a plot twist in a window washing horror game but here we are.
I would say though, the mechanic got a little stale. It's a short game, but the number of times I had to look away from the window to grab a tool could be reduced. Maybe LMB could be scrub and RMB could be spray? It would keep players looking at the window longer.
The_Conquering_Enigma
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Honestly, I think variety in how to detect enemies. The first attack in the water filled room, right before the thing starts screaming, I heard it coming because of the movement through the water. I loved that. Same thing with the masked dude breathing heavy. If you're planning on developing this into a longer game, I would try to keep things like that in mind.
Like, for example, having doors make sounds could tip a player off that something came in the room, focusing on footstep sounds, stuff like that.
It's a great thing you have here, don't get me wrong. It's the first time I've been genuinely scared playing a game in a very long time.
This is a solid tech demo for the movement and gunplay.
The Good:
Movement is perfect. It genuinely feels like working your way through these halls. The atmosphere is great. The gun play is great for this style of game.
The Bad:
Sound design, monster behavior, weird POV shifts even when just walking, flashing lights when engaging a monster.