Just played through, should've seen that ending coming interesting, great game but I'm going to give some feedback I haven't seen others really mention (sorry for the long post lol). The last key on the right side is a pain to find with your map design, I wouldn't have it in an unlit area without signage (like park areas) or some kind of landmark because I just ended up going into every crevasse to find it. This game for some reason gives me performance issues with the downloaded version only (I don't think it's your fault?), but I think it's assets loading/shaders compiling in because it subsided by the time I got halfway through (beefy PC 7800X3D CPU for reference). Some of the assets like the rocks felt out of place, I would've kept everything low poly, I would also play with the shading some more; turn on smooth shading on the models in blender etc. I wouldn't use flat shading unless I specifically wanted it to look sharp or like a Sega Saturn game, also the shading on characters looks plasticky (particularly the mouth which looks reflective) I would turn off specular on the shader except for clothes (just something to play around with).
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Thanks for an in-depth feedback! I did the entire level design on the last day so I was rushing to get it done. I'm planning to update the right path at least since the key is hidden behind an unconventional slope that could confuse some people. Probably going to also implement a load screen for the performance problem you mentioned, I didn't seem to have any problem performance wise on my end but it'll help others at least. And yeah, the rocks didn't export to Unity as I would've liked with the deadline close, so I'm redoing the rock model entirely after. As for the smooth shading, I did turn on smooth shading up to a certain angle, I didn't want it to look too smooth but I'll play around with it some more as well as the materials. Thanks again for such an expansive feedback!