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Had to check out the update! The atmosphere is still amazing and I love this super low-res pixel art but I still felt there were some issues holding the whole thing back. You have to investigate every. single. object. This gets really tedious really quickly and kills curiosity because you're checking everything not because you want to, but because you have to. Second is that it can be hard to tell what's what in certian areas due to a lack of contrast between wall, floor and door. Some areas are really well designed and are easy to navigate, but others not so much. Lastly is the combat, it's still far too clunky for its own good. By the end of the video I felt like I needed to go back to an area with enemies in it but had no desire to do so due to how slow, unresponsive and inaccurate the combat is. Detailed feedback at the end of the video. I know I was hard on it, but only because I can see this being awesome!


Thanks for the feedback! Just watched the whole vid. You don't have to worry about being too harsh haha,  the only possible way to make a great game is with feedback like yours tbh.  My focus for the next demo is to revamp combat - because admittedly it's an area I've ignored for a while. The plan is to to have 8 directional movement with full 8 directional aiming and for the guns to carry more weight and stopping power.  Enemies will also stagger and react to shots.The reason this has taken a while is because I absolutely dread animating sprites and having to re sprite the player movement in 8 directions  is quite a lot of work - but it must be done :). Also was thinking of having some sort of clear indicator as to what inspections in the room are important - similar to the item sparkle effect. Anyways, hope you will play the next version (whenever that is), because feedback like this is so crucial for me and helps me set important dev goals.