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(+1)

I like the way the game starts, reading notes in the room and figuring things out through interaction instead of being hand-held felt good. The elevator bit worked nicely as a kind of natural tutorial without spelling it out. The alien world had a strange vibe to it, especially with those green enemies stalking you around. It's simple visually, but managed to create tension once more enemies started spawning. I did like that turning in a key progress persists after death; that made it feel fair. 

The flashlight functionality was a cool idea, as well. Having it reveal hidden paths and clues added a layer beyond just running from enemies. I wasn't always sure if I was using it correctly with the stun mechanic, but the concept itself is solid and definitely has potential.

Respect for doing everything yourself btw, especially running a smooth webgl 3d first person game. The game feels like a good foundation for something bigger. I can see the ideas you were going for, and for a second jam especially solo, there's a lot to build on here. Finishing and learning a ton really is the ultimate win.

(+1)

Thanks for your detailed feedback it’s really nice to see people taking the time to share a thoughtful, well-structured opinion like yours.

A lot of people enjoyed the flashlight mechanic, and I’m really happy about that especially since it wasn’t planned at all. At first, it was supposed to be a simple flaming torch, but I struggled so much to make a clean flame VFX that I switched to a flashlight… and that’s how the idea came up.

I like doing everything myself: that’s honestly what I find most interesting about taking part in a game jam. My biggest weakness and what I need to work on is pre-production: defining a clear scope that isn’t too ambitious, and sticking to my deadlines so I still have time to polish.