Right, so, my experience within the four hours ive played it.
=Potential spoilers below=
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Have to say Solid fucking game, captures the essence very nicely. Like the variety of room "biomes" (if you can call it that.) Learnt the mechanics quickly, up is good- down, not so much. Took the stairs to outrun the water and dodged loud noises. Took the elevators to reshuffle the floor and reset the water levels. Took the glowey shrubs to go higher. Stayed away from the gunk on the walls when I learned that you could die from it, those Geiger counter noises were not for flare. There were some bits that I avoided, long corridors because they chewed up time only for the end to be blocked most times. I avoided crop fields of cubicles because that usually got me drowned and set me back. there were these massive empty expanses with a few walls strewn through out the place, freaked me out when all the lights went out. The key was a cool idea, though it felt like a handicap, because before I had picked it up, all the doors would open. And then after, when I ran into doors I got stuck on them. guess it adds to the urgency, fumbling for a key while being pursued. I would say changing the looks of the doors if it was a locked variant, but I like the panic of running into a locked door, slows you down while you try finding the key in the dark.
Made it to about floor 112 before calling it quits.
there were some loading bugs that kind of added to the experience. doors would disappear/ load, opening new avenues to escape, some walls had glitchy texture, reminding me of the-backrooms-game on itch.io, then moved to steam. came across a zone with a floor made of glass, and ceiling that was see though, showing the rooms above. The blood water worried me a bit, guess it was a biome thing.
The Hostile that follows you (if there is one) wasn't too hostile as id' hoped. though the suspense is unsettling, but maybe as you progress higher in floors the hostility gauge is cranked a couple of notches. more noises, bumps, scratches along the walls. perhaps a chase event with music. Around floor 99 it got intense. wasn't finding any shrubs for a while, and I hadn't seen any glowey doors in a long ass while, perhaps there was an actual exit. however it was a bit anticlimactic after jumping past 100. I guess the suspense was seeing how high you could go before something grabbed you. Though I did enjoy the mellow atmosphere and the dread of something phasing though the wall, the imagination that fear creates. *chefs kiss
The BlackBox is an interesting addition, thought it was something to steer clear of once I got booted after touching it the first time. I looked around for a while, found this square thing on the ground. At first I though it was a missing button from the elevator, however on closer inspection after trying to find a good angle to look at it, (plz adjust the item holding) it was in fact a key card. I was compelled to find this special iron fire escape door with a push bar handle and a swipe scanner beside it, but then I remembered the BlackBox and "denied access". So I sought a red glow and found one, unlocking it. beeps and doots of morse code. I wrote it down, though I don't know what for. maybe that "[REDACTED]" option at the menu has a use...
but yes, dread was felt by all and pondering puzzles yet to uncover.
I r8 69 flashlights out of 100 broken TVs
iz gud.