This was great! I just binged all of your gaames over the past few days after having found the MountWood Creature. I suppose it's not fair to compare these more recent entries to all of the earlier entries, but a lot of your stuff had compromises in quality or convenience. This had neither. The growth as a developer is very much visible.
The camera angles were really novel. It really did make the it all feel classic. Not a knock on other horror here, but most of them go for a simple first-person experience. It's effective, but cameras and their movement used to vary so much more widely back then.
The head-bob on the first-person option we DID get did make me a bit sick, though. I used it during the chase because I felt more in control. Very distracting.
And the dialogue. And AI voices. Very stilted and off-kilter. Unnecessarily wordy and formal with bland delivery (because it was voiced by AI). Try to write banter! The 2 we followed were friends, were they not? Conversations should have flowed more naturally. There could have been teasing and inside jokes and laughter.
I noticed in your previous gaames that English may not be your (team's?) first language. There was a dramatic up-tick in the quality of prose after Shadow Eyes, I believe. The Wanted Man's diary entries blew me away with the detail and verbiage I expected. It still felt inappropriate for some random father to have written in a personal diary, but still.
I'm assuming the struggle with writing more flavorful dialogue is one of confidence? Afraid of misusing English slang and terminology? I notice people who speak English as a 2nd language tend to be more formal because they're not comfortable enough with the language to ditch the conventions of its grammar altogether like the native speakers are.
With a little help in the writing department, I think your stuff could get a lot better.
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