Thank you so much!
I know that the mounting dread never seems to wear off, but I think that was part of the objective. I wonder if we had taken the time to add tenser and calmer moments, if it would have created a better narrative experience.
I’m not entirely sure, but on my end, that tension kept making me wonder why I was putting myself through that constant pressure. I’m the one choosing to move forward. The game isn’t forcing me.
I also felt it added a symbolic layer, with the player choosing to immerse themselves in that atmosphere without a clear goal (no safe room or defined ending, ...).
It was really great!!