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(1 edit)

Playtime About 20 minutes

This is not usually my genre, so I’m sure it took me a little longer than someone already familiar with anomaly detection games to figure things out.

  • The atmosphere is strong. The Moroccan setting gives the game a distinct identity, and I really liked the tea pouring interaction at the beginning. Small tactile moments like that help pull me into the environment.
  • The Teapot Man sequence was the standout for me. I especially like that it becomes an actual interaction rather than simply being something strange you spot. More anomalies with their own little mechanics could help the game stand apart.
  • I would prioritize quality of life and clarity wherever possible. The challenge should come from identifying anomalies and understanding the environment, not from figuring out controls or how the game expects you to interact with something.
  • I would keep an eye on visibility in the darker areas. The lighting looks good for horror, but because observation is the core mechanic, I should feel like I missed something because I wasn’t paying attention, not because I physically couldn’t see it. A brightness or gamma option could help.
  • The interaction UI could also be a little clearer. Minimal UI fits the game well, but whatever is shown should communicate its purpose immediately.

Browser build

One bigger recommendation would be a browser-playable itch build if your Unity project supports WebGL reasonably well. Especially for a free demo, I think removing as much friction as possible is important. There is a meaningful difference between someone seeing a game and clicking Run Game immediately versus deciding whether they want to download and install something first. I would keep the downloadable version available too, especially if it performs better, but a browser option could get substantially more people through the door.

Overall, I think the game already has a strong identity. The Moroccan setting and atmosphere are memorable, and the more interactive anomalies feel like the most interesting direction to keep pushing. Most of what I would focus on from here is reducing friction and making everything surrounding the actual puzzles as intuitive as possible, so players can spend their time playing the game rather than figuring out how to play the game.

(+1)

Thank You My Friend For Playing! I Hope You Enjoyed My Humble Game! Your Feedback Will Help Me Enhance My Game!