Thank you for such detailed feedback. Really appreciate the time you've taken to play and share your experience.
The bookshelf is indeed a flat surface, however it has both a baked normal and height map, which is a parallax effect (rather than tesselation created geometry). Below is a screenshot of the material channel for that asset if you're interested:

I'm really pleased to hear that it had the intended effect for you, it took quite alot of effort to put some of these together and it's nice to hear it paid off.
There is no real tie in between the two phases - other than being able to explore the world in relative safety (and with more light!) which should in theory make navigation easier when you go down. The player can choose to break through at any time and it has no impact on how the second phase plays out. There is just the one ending, it was a very late addition on the last day. We hadn't really worked out the lore in truth either, and this entire project was hugely overscoped. The broad idea is that the first phase is a simulation to keep the player placated. The player then breaks out into the 'real' world, but then we thought it might be interesting if you were the monster all along!? Honestly, we didn't get much further in the plot than that, so you have my apologies.
I completely understand regarding the enemy attack animations. He was quite experimental and uses an inverse kinematic rig rather than a conventional keyed animation. As such we had to animate him exclusively by moving targets for his various bones to point at. As such some of the animations are quite thrown together.
Thank you again for taking the time to write such detailed feedback, and thank you for playing :).








