the atmosphere is very strong, wouldn't be out of place in a proper title however ultimately I cannot recommend playing or paying money for AEQUOR because you didn't gamify the monster, as is it feels like an unacceptable tease to have it completely non interactive. Navigating the maze was one part of the equation, you needed to incorporate the monster into it in some way, I don't expect a dynamic AI but something even if a static pattern.
MACGYVER7693
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One straightforward criticism I have: the camera dependent controls didn't help the game be more user friendly, it was especially awkward with wasd instead of analog, next time just stick to normal character dependent tank controls edit: To go more into the weeds I have an additional suggestion for how you might improve your controls in a future title. In most fixed camera horror games the direction inputs work as follows: Up simply moves you foward, Down has your character walk backwards without changing the way they're facing, Left and Right input by themselves have the character rotate in place. The combination of UP or Down + Left or Right will have the character move in a circular turning pattern. This change would prevent players from getting stuck going in limited directions.