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(+1)

Hey there! Had a great time playing your demo, and I'm only two+ years late... =/ Feedback follows: (Also: SPOILERS!)

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Wasn't sure about the tone of the game initially, as there's some gore on the title screen and the vampires are gross and unnerving... but there's a bunch of sorta silly moments - the falling can, the turning cross - they're all kinda wacky events. THEN I saw the boss, and it became clear that we're targetting anime camp and everything made sense. That sorta Hellsing 'it's-a-bit-silly-until-it-isn't' tone.

Loved the eerie female face with the streams of blood on the title face - unnerving!

The sudden change in the tone of the music took me by surprise, that's very cool. The sound design overall is strong - the vampire's grunts, laboured breathing, growls are very effective and the combat music is fraught, very tense. Good stuff! Also, the safe room music is very soothing - spot on!

Some typos / UI text issues: 

* 'Whishlist now' (title screen), 

* "The Door Knob is missing," (why is there a comma there, why are those first letters capitalised?), 

* one of the window-doors on the ground floor marked 'Exit' doesn't respond to input (not even just to tell me it's locked), 

* the while descriptive text for the fireplace 'puzzle' escapes its transparent black background.

I LOVE your use of static, locked off camera shots and then some trucking shots for special occasions (narrow upper hallway, approaching the shrine). The shrine especially - the camera rise AND... are you changing the FOV? EXCELLENT work, either way.

I like your replication of the Resi door sequences. I don't have any nostalgia for them and I don't think they're required or add anything to the experience, but you did a good job at remaking them!

Your cam-relative controls are, as the Swedes might say, 'Borked'. On testing, it seems like you're either switching to player-relative controls on cam transition OR you're just causing the character to turn in a circle and whatever it is I DON'T LIKE IT. It could be that I'm just not used to what you're trying to achieve, but my feeling is that this is an experiment that didn't work out. It reminds me a little of how White Night tried to do this - aligning the old cam-orientation to the new cam-orientation over a short period - but either you didn't notice that or you just got confused by it. Your version, you 100% notice it and (if you're me) you hate it. I'd just implement the dot-product angle test as standard.

As an illustration of how nightmarish this control system can get, go to this position in your demo https://imgur.com/a/gTPFI0p and then facing away from the door walk straight forward into the screen, without altering your input when the camera transitions. You'll find yourself spinning in circles on the spot. Also, getting out of the secret passage behind the cupboard starting from the chair is a PAIN IN THE HOLE with cam-relative controls.

The 180 degree rule break on the corner of the reception desk can be really uncomfortable when transitioning. I think the rest of the camera angles and transitions are good, though!

Really liked the voyeuristic angle through the ceiling window in the Safe Room. Made the 'safe' room rather uneasy.

Nice use of old-school crepuscular rays through the windows, that was cool. Also, the red light behind the planks in the finale was very effective - reminded me of Hellraiser.

Did NOT like the free aiming with the analogue stick. My aim goes all over the place, which is frustrating. I think The Mute House / (forgot the name, his new one) does a good job with free aiming, might be worth a look. And I think it works pretty well in Resi 1 Remake (2002).

The Vamp's stunlock on hit is super-strong, and their turning speed at close range seems a little slow (perhaps because I just kept shooting him). Could do with a telegraphed attack (maybe the charge from Heavy Metal Death Can?) after it's been stunlocked for a bit, to force the player to dodge out of the way and reset? Otherwise, they're a little bullet-spongey but you can kill 'em fast by just hammering 'fire'.

The Vamp's first appearance is a REALLY solid and effective jumpscare! The music cutting out ups the tension, we get a great window crash - the vamp's landing is slightly let down by the animation, though, sadly. 

Didn't test this in tank mode, but in cam-relative the button-activated 180 degree turn is not working correctly - the character will turn something less than 180 degrees (160?).

Great use of the four-dot face-buttons prompt for interactions, I'm a big fan of that input indicator - smart thinking.

There's some glitchy camera-jumps that are happening on some camera transitions which are VERY distracting, especially for a game like this. Are you using a rigidbody to move your character around? Cinemachine has had problems tracking a character between transitions smoothly when you're not using a Player Controller - I've had some experience with this.

Really like your main character. In her default costume, the hoodie, hair and tattoo all work well together and indicate a lot of attention to detail. I was a bit surprised and confused by the velvet door and the room beyond, but when I figured it out, GODDAMN that was cool! The fact she runs for a changing room is delightful, and I loved the second costume! Raven is here for BUSINESS, and she's looking good! =)

Lastly - loved the cupboard push. It's a classic, but I ran past it a bunch of times without noticing because you didn't overly draw attention to it. I only noticed it when I was studying the map - well implemented, great job!

The only thing I can ask for now is MORE! Let us know at the Fixed Camera Appreciation Society when you're bringing out your next release!

(+1)

Thanks you for playing and for this in depth feedback.