hey so I was able to play! thank you for giving directions on how to control the character. when in fixed camera. Your game is really pretty and the story is unique- I think your game has lots of potential to be a truly fun story, especially with your touch of added cinematography. I have a lot of suggestions for your game, but please take them as that, just suggestions- Im not critiquing your game in any derogatory way, i had a lot of fun getting into the atmosphere, so the things I think could be improved are merely just for quality of life for the player.
- the melody played when something is discovered should only be played once when finding the object. otherwise i feel as a player, disengaged from the meaningfulness of the song- it would also be cool if more music related to the melody played in a couple of scenes. There definitely needs to be a cutscene to when you pick up a key, or a glow to the keys while on the ground, as the distinction of when you picked up a key is nearly impossible to tell especially with fixed angles. Like sometimes when i picked up a key I couldnt tell if i picked up a key or found a locked door. Either that or an inventory that shows what you have on you and maybe a notebook that has a guide for the players progression. Example: I found a key, I wonder what door it opens?
-when the player finds the books, maybe create the image of a book opening and the words are written on the page so that its not just a wall of text.
- in your fps sections, create a more real horror scenario by limiting ammunition, and definitely increase that gun shot volume. the enemies could use some work- maybe they should wander routes or hear when a gunshot goes off but having them stand there and die from one shot feels like you're selling your story short. this guy who has been forced to kill all these people to save his own life, these dedicated cultists... make it real so the player feels the weight of what they've done. maybe some cut scenes where they have conversations with each other to give the player some context of why they are following this ultimate being that has stationed them in the sewer haha. and too often they're so still and easy to kill that it feels like I the player have the advantage when i walk into a room, which is not how a scared gamer needs to feel- we gotta feel like we're being punished and the choice is use your limited ammo or run and hide..something along those lines.
-sometimes i would randomly die or take damage when i stepped on the place where i had killed an enemy.
-A flashlight during the fps part would be super useful, like something that makes the player pick between seeing where they are, and being able to defend themselves since you could only have one out at a time. Also being able to run during fps would be good.
- Footsteps for the player were the only thing i felt was lacking besides the gun in terms of sound design cause you killed the ambiance. its really good. your cinematography with the worms and all was so fun!
the marsh scene was so dark that i couldn't see anything and wasn't able to progress past that point. So that's all that I could think of in terms of what could help you tell your cool story and again, not trying to come across as mean with any of it. Designing and creating games is an awesome skill, and you should be proud of this work!