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Thank you for the review. Sure, share whatever you want with me it helps!

Thanks for being open to feedback — I really appreciate it.

I’ll try to structure my thoughts clearly.

1. Core Strengths

First of all, I think the game already has a strong atmospheric foundation.

  • The sound design works well.

  • The visual quality is solid for an indie horror demo.

  • The core task (assembling the doll under time pressure) is clear and mechanically understandable.

The base concept is good: controlled industrial space + repetition + money reward.

2. Main Structural Issue: Lack of Escalation

Right now, the gameplay loop feels mechanically consistent but emotionally flat.

Loop: assemble → deliver → earn → repeat.

The timer creates surface tension, but the psychological tension doesn’t grow between cycles.

Each run feels almost identical.
Because of that, the fear resets instead of escalating.

3. Early Unease / Subtle Inconsistency

Introducing a small logical inconsistency early on could create unease without relying on jump scares.

Since your sound design is one of the strongest aspects of the demo, subtle sound-based inconsistencies could become a powerful tool for tension.

For example:

  • machinery briefly starting on its own,

  • distant assembly sounds before entering the workshop,

  • a faint second set of footsteps slightly out of sync with the player.

Small system-level anomalies like this could make the environment feel less stable and more unsettling.

4. Escalation Inside the Assembly Phase

The 10-minute timer is a good base.

But during assembly nothing interferes with the player in unexpected ways.

Possible low-cost additions:

  • light flickering after the first cycle,

  • subtle environmental audio changes,

  • slight repositioning of parts,

  • minor environmental distortions.

No new mechanics required — just dynamic variation.

5. Player Agency / Interaction Expectation

Near the vending machine there is a chair.

Visually, it suggests the possibility of breaking the glass and grabbing items.
But the game doesn’t allow even an attempt.

This creates a small immersion break.

Even a failed attempt (with a speaker warning or system reaction) would make the world feel more responsive.

6. Small Technical Issue

I received a “My hands are full” message while visually holding nothing.
That might be a minor bug, but it breaks immersion.

7. Overall Impression

The foundation is strong.

What the demo needs most is escalation and variation between cycles.

Right now, the system works — but it doesn’t evolve.

With stronger progression and subtle system instability, the experience could become much more gripping.

Thanks again for sharing your work! 
If at some point you’d like a more structured breakdown of tension progression, feel free to reach out — I’d be glad to discuss it.
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