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(1 edit) (+1)

Thanks for the feedback. Yeah, the initial idea was to make doors you could only pass by splitting, but as time went on our focus was shifted to the enemy design which favoured a larger split-distance. We came up with a redesign of the doors to remedy this issue but it was not implemented in time. With regards to optimization, you are right - the game runs poorly (especially the cutscene).

Thanks again for the feedback!