Hi,
I played your demo and wanted to share a short structured feedback.
The atmosphere, sound design and visuals are strong. The environment feels solid and the factory setting works well visually.
However, the current gameplay loop (assemble doll → deliver → earn money → repeat) lacks escalating tension. Since the conditions remain mostly the same each cycle, the horror element feels static rather than progressive.
A few specific points:
-
Lack of narrative hook
There is no initial story motivation or unsettling context. The phone call sets a task, but not a threat or mystery. Adding even a subtle narrative hook could significantly increase engagement. -
No escalation during the timer phase
The 10-minute assembly phase feels mechanically tense but not psychologically tense. Introducing dynamic disturbances (audio cues, environmental shifts, subtle visual anomalies) could enhance fear without changing core mechanics. -
Limited player agency (vending machine interaction)
The presence of a chair near the vending machine suggests possible interaction (e.g., breaking the glass), but the player cannot attempt it. Even a failed attempt with an in-world response would strengthen immersion. -
Loop repetition without variation
Since each run feels structurally identical, motivation drops quickly. Adding evolving conditions per cycle could improve retention. -
Minor issue: inventory feedback bug (“My hands are full” while empty).
Overall, the foundation is strong visually and atmospherically, but the horror loop could benefit from escalation and increased player agency.
If you're interested, I’d be happy to share a more detailed breakdown.
Best,
...W...