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I'm not a fan of fixed camera controls. I feel I wouldn't have minded it as much if the camera was maybe zoomed in more and tracked the player. Speaking of controls, I would have much rather the movement direction be based on the camera orientation (e.g. w is forward relative to the camera) instead of having to steer side to side.

The global footsteps got to be annoying pretty quickly.

The art is really cool and so is the level design. Even though I dislike the fixed camera, because it feels bad to control, it was cool in some areas to have the tilted or low angle cameras.

The combat was a bit simple, but its fine for a horror game where you might want the player to be vulnerable. I kind of lost my way part way through the game and kept back tracking to places I had already been so I eventually gave up; the camera changing orientation didn't help with my mental mapping.

Even with all the issues I mentioned, the map is still visually pleasing, the music pleasant,  the gameplay interactive and the overall experience was enjoyable.

Thanks for the comment,
you are right, the sound for the footsteps of the robot could have been mixed better and could have used some more pitch variation or something.
I actually tried to get 3d sound going but wasn't successful and with the limit on time I didn't want to spend all it researching that stuff.
As for the fixed camera, I guess it's just a preference thing, I get that not everyone will like the style of presentation, but at the same time, that was the idea from the very beginning for us, to make an old school, survival horror game, inspired by RE1 - 3.  So making an alternative control scheme was simply just not something we were interested in to begin with.