the title and the camera style immediately gave me Resident Evil vibes, and i think that inspiration is pretty clear here
the fixed camera system is actually interesting. making this kind of camera work well is not easy, but overall the controls felt more comfortable than i expected
i also liked the onboarding. it is simple, but it explains the core loop quite well: find an item, use it as a key, remove an obstacle, open the next path. the game teaches this pretty naturally, so the basic mechanics were easy to understand
my main issue was some level design and critical path readability. many corridors look quite similar, so it is easy to get a bit lost. it was not a huge problem for me most of the time, but there was one moment that really blocked me
in the storage area, i spent a long time walking around without understanding what to do next. later i found by accident that there is a very dark passage behind the shelves, with a small blue item needed for the ventilation. the items themselves are visible enough when you see them, but this passage felt too hidden for such an important progression route
i also think that once you unlock a door with a key item, it would feel better if the door stayed usable from both sides without forcing the player to use the same item again. for me, it would make backtracking feel smoother
the atmosphere is there, with the alarm, red lights and the feeling that something bad happened. but i wanted a bit more environmental storytelling. small details, notes, traces of people, or something in the level itself could help explain what happened and make the place feel more alive
i got stuck later at the terminal code puzzle near the hangar. the door was blocked, and i could not figure out the code or how to leave the room again. maybe i missed something, but after trying random inputs and checking the walls, i could not progress further
overall, i think the core idea is clear and the Resident Evil inspired structure works. the camera, controls and tutorial are good, but the game would benefit a lot from clearer critical path readability, smoother backtracking and more readable progression hints