Feels a little awkward that you cant breath while walking and you have to alternate between moving and breathing. Also, i guess it doesnt give you steps, but spamming jump is much easier than walking. I like the concept though, with the right touches i think a Qwop/getting over it type intentionally obtuse control scheme could work well for horror.
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Cool concept with unique mechanics and good atmosphere and art/direction. I love the whole having to quickly check around and see if anything is still there and stressing about the sounds your hearing offscreen. That said, I think it kind of suffers from the FNAF problem where it becomes too easy to focus on the meters and trying to "game" it. If you choose to expand it past the jam, id like to see some kind of escalation where after you become comfortable with the mechanics, something changes up and surprises you.
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