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I liked this one quite a lot! The environment, the grain, the monster, the 3D spatial sounds. It really had me toggling the map every other step. But in a good way. And getting really stressed when I forgot I couldn’t walk while it was up.

I did get quite confused with the use of blue key card for the red door though. And that did break the tension a bit.

Even though I liked the slow transition speed, the turning felt wrong in how slow it was. And something with the timing had be turn too many times and such that if it had cost me my run would have felt like the game’s fault.

I also think pacing wise, it started out great, but I think it got easier once the barrier was lowered, which would have been fine it was just for a short moment, until it got really scary as you try to get back to the elevator. That I could just run straight for it feels wrong.

But it was a really good game. I’m not complaining, I just wish it had kept me more or edge and had me a bit more scared.

Playthrough: https://youtu.be/G3FB6p_-GYY

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Thanks for playing and for the video!

Ah, I actually hadn't thought about the fact someone might assume the keycards were colour coded - it would definitely make more sense if they were red! I can sort that in the post-jam version.

Yeah, I've sped up the turning in the post-jam version. With regards to accidentally turning too many times, I'm unsure why that be. Holding the key doesn't work with turning so pressing once and holding will only ever turn you 90 degrees. The only thing I can think is that it's to do with the fact that it queues up (a maximum of two) inputs so you're able to tap a turn key twice and do a continuous 180 degree turn. The queue system also means once a turn is initiated you can queue up another. So, for example, I guess it's possible to quickly tap twice and initiate a 180 degree turn (either by accident or design), part way through that turn think you need to tap again to continue the turn and then you would have turned a total of 270 degrees.

I think you're right that the pacing can suffer once the shutter is open. Opening it has the unfortunate effect of suddenly almost doubling the size of the level and so naturally the monster is less likely to be on top of you as much. A lot of horror games are heavily scripted but that doesn't happen here so, while it has the advantage of the monster being more unpredictable, it's perfectly possible to have a very quiet sprint to the elevator. There is some stuff I could tweak though with the monster to at least encourage it to keep the pressure up more towards the end.

Maybe the double turn was an effect of it being so slow that I double pressed the button, without noticing it myself, in panic. Could be it goes away with a bit more snappier turns.

Yeah, hopefully! Thanks for your insight.