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Thanks! 

I could see the rooms staying a bit asymmetrical, it was nice to know "phew I'll be safer in this room" or for example the hallway "oh man I hope the monster is not at the other end of this."

Item clunkiness could potentially be used as a variable, like "ah this item is really important but its unwieldy and ahh the monster is after me" feeling, but yeah!

Ah yeah, those are some nice ideas to play around with! We will have to play around with that a bit when we pick this up again :D

Thanks again!