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Great atmosphere, I like the way it plays with space and repetition. The repeating hallway (and the way the classroom numbers communicate whether you're making progress). Skipping the walk to the corpse, and then the way back gets longer and shorter.

Get the mop from the bathroom (and then there are like three bathrooms)

And I like the way it makes me feel like something is going to happen. E.g. skipping to classroom 1 from like 6. Needing to walk around your house instead of through it, and knowing the police are on the way. Cars zooming by as you're cycling.


I'm stuck in the classroom with no door after you go to sleep. I've noticed the window with candles in the distance and the large corpse standing nearby, but I can't find anything to click aside from the windows.

In the house, I interacted with the book about cleaning blood (in case that does something), but did not see the flashlight before I was about to go to sleep (at which point I was not allowed to pick it up). I also showered twice.


ISSUES
FIRST SECTION

The initial sensitivity feels very high to me, good that there's a sensitivity adjustment.

The screen is scaled to fill whatever the shape of the window is, so it'll pretty much always end up stretched a bit. Not necessarily a problem - it fits the vibe. But I do think some players could end up overthinking the window size or being distracted by it.

Gathering books is a bit game-y? It feels like you need to understand that. This is a game where you walk around and click everything that can be clicked and that's how you make progress. I feel like that might trip some people up. It also primes you to check out all books, so maybe more of the books in your house should have names.

CYCLING

The cycling feels awkward. The instructions to turn (and then the turning just happens on its own)
The rate at which you need to tap to move forwards in the first portion (It feels a bit like you're in low gear and you change to high gear later? It also feels like you selected the pace to like. Make your fingers tired? It doesn't feel like slowly cycling to be safe / to not wear yourself out. It maybe feels a bit like cycling uphill?)
The way it freezes to have text popups? And then you can't click through the text popups (I read pretty fast). I feel like it might feel better but also feel right for the player character being distracted, if you can keep cycling while the text shows?
Lampposts flicker a bit distractingly when you're cycling since they're so thin. Flickering feels right, but again it feels game-y because the flickering is clearly because of the screen filter.

HOUSE

Grabbing a plastic bag felt a bit weird since it looks like a full plastic bag. I looked around for unused ones.

I kinda expected showering to be a more complicated task than it actually was. E.g. need to get a change of clothes and/or a towel first. Not necessarily a problem.

The large house with multiple beds feels like the protagonist should be making reference to other people living with them or having lived with them in the past. E.g. when you try to sleep in the wrong bed, maybe give the reason why they don't want to sleep in that bed (e.g. "that was _'s bed", instead of just saying "I don't want to sleep there.")

Thank you a lot for your amazing feedback!

For the classroom with no doors there will be a hammer somewhere and you can use it to break the window.

The flashlight is for the scene after you break the window where you use it to detect blood. Right now it's kinda useless but is there to hint you.

For the sensitivity and screen size, it's all because of web builds. The web version of this game is only made for convenience and has a lot of small issues, but it will go away once I publish the window/mac downloadable file. But that's gonna be when I finish the game.

Ignore the picking up books thats such a stupid idea when I first started the game, it was when I know nothing about game developing.

The cycling is unfortunate, I don't know how to make it more interactive, but generally I wish it's just a cut scene that you need to ride a bike. You get more build up towards the accident. The dialogue is designed to be not skippable to make sure the flow. 

BUT OMG YOU FOUND A MAJOR BUG THE BICYCLE STOPS WHEN THE TEXT POPS UP it was used to be player thinking about the text while you can still ride so it's like distracted and makes a lot more sense. I saw it's because I changed the code for unskippable dialogues later and didn't playtest the riding scene. Thank you so much for pointing out that.

The light flickers not because of the filter but because some strange unity light bugs. I tried to fix it but it didn't work. Maybe I'll work on it later. But now it's okay.

For the plastic bag and shower, I simply didn't have enough time to put more details.

For the bed, it's just because the protagonist lives alone, like any other horror game protagonists. Used this house model because it's the classic free asset for horror games.

Thank you again for your feedback, wish all the best on your game!

CLASSROOM AND BOOKS
Remember that these aren't meant to be a real test of the player's like. Searching Skills.
It's just meant to make the player spend more time in a place and make them put themselves in compromising positions that make them paranoid.

Which means you can have multiple solutions / multiple duplicates of the object they need to find. Potentially remove ones they haven't found once they've found enough, or let them pick them up for no effect.
Breaking the window was something I thought about, but like. There are chairs, and desks, and the drawer of the teacher's desk. You don't need a hammer to break a window.

That said, I might have stuck around long enough to find the hammer if it hadn't been a playtest build (I.e. if I was certain the solution hadn't glitched or something. I thought maybe I was supposed to have the flashlight and the candles in the distance were a hint to use that.)

I checked and it looks like it's saved immediately after the accident. I won't play through it now since there's no suspense and it'll just feel like busywork. I'll play through it some other time it updates instead.

CYCLING
I think the tapping is fine if they don't need to press that quickly. Maybe. For the first section it gives somewhat more speed per cap (not as much as the last section), and you don't need to tap faster than like once per one or two seconds. Feels like a middling gear and you're taking it slow and safe. And then in the last section it's a high gear and you're incautious. (you may have a better impression of how cycling feels / what rate you pedal. I used to bike to high school, but that was an e-bike and like 8 years ago.)

For turning.
Maybe the protagonist is distracted before the first turn and almost overshoots the route home? And then they stop, comment on that, and turn really sharply. Now the player knows they're not in control of turning.
The second time they need to turn, they do it in an arc like they do now, with no popup about turning. Maybe while there's a distracting text popup going so the player may get startled that they've left the pavement. Maybe a car stops for them as they're crossing the road.

Basically I don't think it's a problem that they don't control the cycling direction, but it is a problem that the game says "turn left" and makes them check. 

You're definitely right about the pick up items. I put less time and thoughts into them and I think I'll adjust them a bit more to make the game smoother instead of stucking the player in a place.

The cycling is a genius idea. I'll add that during the next update. Thank you for the suggestions!