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The atmosphere here was really cool - the encroaching horror of the darkness, a creature lurking, the fact that every now and then you just saw eyes gleaming back from the dark - more than once I found myself hearing a scraping sound, turning, and coming face-to-face with something mere inches from my view.

It was then that I figured out the map mechanic - I had to get to the X, and finding my way was the problem. I wonder if landmarks generated into the maze could help with that - finding a landmark like a larger chamber or pit, and then using that to figure out where you are on the map, and navigate from there.

It was a really cool idea - being forced to rely on my wits, and figure out my safe route. As I got to the exit, I glanced back one last time - and the creature was quite literally right on top of me. Damn near shat myself with that one - no screaming jumpscare, no sudden lunging snarl, it just - loomed.

This games' atmosphere was really intense, and the aesthetic blew me away with just how deep into the dark I ended up falling. 

I think the creature being more of a stalking threat is cool - with it only ready to close in once the dwindling fire dies down - but I wonder if it could be cool to have more opportunities for it to act? Sabotaging your route - blocking your path in some way, leaving scratch marks and evidence of it's existence beside a set of eyes peering through the void? It could definitely fit the vibe this was going for of a subtle, build-up horror.

Really well done!

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We're very glad you like the atmosphere and the monster!

We didn't have time to implement halls and such, but some landmarks are there and your intuition is correct, finding them wiull make your life much easier.

If we're going to develop it further we're gonna totally make the ogre a lot smarter, don give us too many ideas!