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I had to quit the game because I accidentally fell into the pool while running around and got softlocked...

Edit: I'm coming back after playing the game because giving it a second (and third) playthrough gave me extra time to think about the game as a whole and I have thoughts I'd like to share.

First off, if you're going to have text appearing as a character speaks, and you aren't giving us a way to skip it, at least try to match the speed the text pops up with cadence common to speech, if not reading speeds.

I have to assume there's an air of satirization to the game, otherwise I'd have to gripe about mood killers and nitpicks like how the car turns the corner, or how the house has a garage that's functionally useless in fulfilling the purpose of a garage.

Saying you don't blame your grandma for killing herself because of the house is somehow both a meaningless statement, and a rude one as well.

Another nitpick, there's a tear in the seam of the house next to the stairs, which isn't the worst thing in the world, but polish can go a long way for a small game like this.

Why are we mopping what looks like a carpet?

Why are we mopping dirt?

Why is there a mop that's inaccessible in the attic?

Why are we calling two sticks in a T formation a mop?

Ah, yes. sitting down to a hearty meal of one can of something. The lazy developers shortcut to making time pass "naturally".

The first time the neighbor knocks on your door, I looked out the window and triggered the jumpscare without opening to the door, so I just sat there, talking to wood. The second time, I opened the door prematurely, so I was fully standing outside my house when I got teleported back to the door to watch the guy spawn in.

The dialogue is subpar at best, btw. No one talks like anything written in the game.

On a positive note: I like that after you get one ending you start back over from when you wake up in your room, implying that the previous ending might've been a dream. That was probably the only real decision added to the game that made it psychological, though, the rest of the scares were just jump scares, which aren't inherently bad, but I wouldn't say they were done with any real finesse in this game.

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😔 i will fix it

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Sorry if I come off as harsh here, but I can see the potential, and there's almost nothing but glazing in the comments. It's earned some praise, for sure, but I personally believe that outside critique is more constructive to artists than praise. 

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You're absolutely right about what you said; thank you for your advice. This is one of my first games, and I made it in a week, so I couldn't pay too much attention to it. it's my fault.

There's nothing wrong with making an unpolished game, especially if it's your first that was made in a week. I'm not trying to discourage you from developing video games, it's actually the opposite. By having the flaws in a piece of art spotlighted, the artist can more easily hone their craft. Not only can they learn to be more technically skilled in their medium, they can also form a better understanding of their artistic style.

As an example, a lot of indie devs make their games with low polygonal counts out of laziness, allowing them to lean back on the excuse "I wanted it to look like a playstation game" to deflect critique, but some devs really were trying to emulate the look of a playstation, usually out of nostalgia, and some use it to obscure details so your imagination fills in the holes, leading to an oftentimes scarier monster under the principle of "theater of the mind". There are even developers who use the psx aesthetic to lower the skill required to model the stuff they want to add, like humans and such.

Imo, the only real laziness I felt was in the consumption of a can from a freezer, but like you said, it's your first game, and you had a time limit. Using a common shorthand when you don't have the time or skill to fully implement a very specific moment is perfectly valid in this stage.