I thought this demo was pretty cool; the game seemed to have a good storyline, but I did come across a few issues with it.
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Bugs and technical issues :
Several environmental and collision issues are worth noting whilst exploring. The character’s limbs get stuck in furniture when attempting to walk through it – a problem that also occurs in the clinic, where it is possible to walk straight through certain elements of the set. Furthermore, the hitbox for the basketball court’s stands appears too large, whilst it is possible to walk through the ball lying on the floor. These issues could be resolved by increasing the overall collision hitbox between the player and the environment (walls, objects and furniture). Regarding the visuals and camera work, the player retains the freedom to pan the camera in any direction during static dialogue sequences with Chesa. Texture overlays appear in the room indicating the key to the roof (open door), as well as on certain elements in the staff room and other rooms. Furthermore, indicators signifying that an area is blocked remain visible through walls. Finally, Chesa’s walking animation lacks a little visual realism, and during the chase scene, the brightness of the torch increases disproportionately as the camera switches between pointing at Chesa and pointing forwards.
Story and Narrative :
As regards the narrative, the introduction would benefit from further developing the protagonist’s background prior to his visit to the school, particularly by hinting at his transition to this new school. To enrich his relationship with Chesa, it would be interesting to incorporate some introductory visual elements: for example, just after the television malfunctions, Jacob could receive a message from an unknown number mentioning the school roof (which would naturally explain why he heads towards that area upon arriving at the school), whilst briefly revealing his phone’s wallpaper, which would show a photo of him and Chesa. Once the player has arrived at the school, the main storyline flows well. However, Chesa’s strange behaviour could be toned down slightly to resemble more naturally awkward moments between two people reuniting after a long separation, rather than an overly explicit supernatural manifestation; this subtlety would help to gradually build the tension by making the player question what's actually wrong with Chesa.
Structure and level design :
In terms of the overall structure and environment, it would be beneficial to revamp the protagonist’s house. Rebuilding it to include more details, interactive objects and decorative elements would help bring the location to life and immediately immerse the player in the game’s world before they arrive at school.