Very atmospheric walking simulator. I'm a sucker for the low-poly so I appreciate it. It seems though that the texture resolution is different on different things in the scene (the walls vs the door), but this may be a stylistic choice to accentuate the door. I was very impressed with your use of pipe hissing type sounds. The sound track really does capture the spoopy-core aesthetic. Though, I think the game could have done with more with some principles of animation type things: some fade in, fade out, lerps (the ending cutscene return to the title scene felt abrupt to me, but I think that's how you want it to be). A small sticking point was that I really disliked how the player movement accelerated - decelerated, but different strokes for different folks.
Viewing post in In Darkness I See jam comments
Thanks! I'm still learning how to nail the low poly horror aesthetic and I'm pretty bad at drawing so your assumption that the choices you pointed out were deliberate is flattering but far from the truth :P I also rushed the end and other parts because I was tired and running out of time. Thanks for pointing out the issues! Indeed I still have to work on the player movement. Other than the return to the title screen, what do you think lacked proper fading or lerping?