I’ve been trying to make progress, but I often end up losing a lot of sanity seemingly out of nowhere. Sometimes I click on everything that looks different and still lose 50% of my sanity. It’s unclear whether clicking twice on the same anomaly counts as a mistake, or whether some visual differences aren’t meant to be anomalies. A little more clarity in the mechanics would really help, especially since I wasn't able to get through it — even with my friend's help.
That said, I don’t want to just complain. I really liked the art style, especially for a Flash-style game. It has a unique look that adds to the atmosphere. I also think having a bit more in-game context (like who we are beyond being the sister of the deceased owner) would deepen the experience.
With a bit of luck, we did eventually make it to the end. I thought I had lost again until I heard the ending music — which was a nice touch.
It’s clear there’s a lot of love in this project, and it’s always exciting to see the beginning of a game dev’s journey. Personally, I struggled with the gameplay loop not because of the inspiration from Exit 8, but because of how feedback was handled. In Exit 8, you always know there’s one anomaly, so even if you fail, it’s easier to learn and recognize patterns. Here, since we don’t know how many anomalies are active at once — or whether a click was correct it felt more like guessing. I didn’t get a sense of progression, and that made it harder to improve with each run. A bit more clarity or feedback would really help the experience.
Still, I think there's strong potential here — the atmosphere is great, and with a few tweaks to the feedback system, it could become a really engaging experience. Keep going, I’d love to see what you make next.
Note: I sometimes used ai in this feedback because i strugle to find the right word to give a construtive feed back. But the ideas, feeling and exprerience are my own.