Hey, I seem to have a similar issue to Div1nity M3dic where the sword stays unequipped despite it being said to be equipped in the inventory (tried re-equipping it, didn't work)
Drone4
Recent community posts
An enjoyable expirience. It has some flaws (which I'll adress later), but that doesn't stop it from being good. The message of the game is also great. I also liked how "calling the cops and waiting in a hiding spot" is a valid ending.
Now, the flaws:
1) Showing the monster in full view on the game's page is a bold move, however it definitely didn't help the expirience. Dusty's design works well for seeing small bits of him peeking around something before retreating into the darkness, yet it's too toon-ey to be scary (also the generic "analogue horror eyes" look silly).
2) It's a tad bit too slow, with too much "maybe I should take a nap/wait), it does help set the atmosphere and the good scares are there. Not that I'm saying that walking sim horrors are bad, but doing the "go walk around to grab a key" with nigh nothing substantial happening multiple times in a row is rather boring.
3) The scares aren't scary (for the most part). This is partly due to Dusty being too toony and not posing an actual threat prior to the end part. Closets being hiding spots did put me a bit on edge, but it disapated after the aformentioned "walk around looking for a key at a slow pace" parts.
This game definitely shows potential, but the horror part is lacking and is pulling it down (which is a common flaw amongst indie-horror games). If you plan on making more horror games, try first thinking "why did these things work and scared people in other games?" rather than just mimicking horror elements (as Dusty peeking around obstacles was too common in the time-span of the game to the point it lost it's effect). It can even be as simple as "what things scared me?" and analysing the details.
I hope for even greater successes in your future endeavors, 4DpixelGames, and have a great day!