Well... The game looks really good. The overall atmosphere feels dense, it has creepy vibes, reminded me a lot of "Cry Of Fear" and the sound design - superb. But...the main gameplay of it is just purely directionless and I died at least 25 times trying to find all the keys, cutting all the necessary corners to avoid the main antagonist, which can literally go through walls and through ventilation system.
If you are making a game with a constant threat, you should add a safe point for the player for them to hide, wait out the killer/monster and then continue on with the task. If you constantly make the player run from the antagonist and have 0 safe points, that will create a plateau and the player will just give up and exit the game. I wonder why didn't you implement the safe points within the ventilation? It would make more sense to hide in the vents or move through them, while the antagonist is chasing you, but they would never be able to catch you while you are there. A missed opportunity, in my opinion. And what was up with the phone? Not explained, sadly.
Overall, I think with a small update and more backstory to what the player has to do in the game can create a better experience. Good luck.
Edit: This is not the first game I played, which was made by you and in the previous game you had the same exact issue - balance. Seems to me, the last time it didn't work out so well. So, I hope you consider the changes.
I deliberately made it so that the enemy could be where you are. Just by understanding how the game works, you can complete it in less than 5 minutes, and it also plays into the fear factor. But it's also quite easy to run away from him in the game - we run to increase the distance, further into the ventilation from where we climb wherever we want, and during this time he will most likely lose us. But still, I accept the balance problem. Indeed, for me, as a developer who understands all the mechanics, everything can be quite simple. I'll try to deal with this problem better next time. But in this game, I still don't want to change anything, I'll just try to describe the antagonists behavior in detail.
Look, you have to understand that game development is about you sharing concepts of idea in a correct format (Example - I can draw a circle and say it is a human head, but no one else would think that, because they would see a circle). The main job of a good developer is to deliver the context of the game in a way so that the player can easily understand. I started the game with no instructions, no context, just opened the door and the killer appeared right in front of me (5 times). I managed to escape the killer for a while, but it would still catch up to me and kill me (25 times, I went through that 25 times). When I tell you that the design is not great, it is based not only on my perception, but also the experience with thousands of games, that I played and more than 30 games, that I made (I am a game developer, like you). All I want is to have a great time and also for you to make this game work. If you don't want then, fine. But listening to people, who are giving you legit feedback is part of this.
As a novice developer, it is difficult for me to understand what will be understandable to a person and what will not. But despite this, I try my best to make the mechanics of the game as clear as possible, so that the context is simple enough. So I intentionally didn't add any extraneous sounds to the background to emphasize the silence, and I also intentionally made the sound of the door opening loud enough to give rise to the idea that anything that makes a sound is dangerous. Perhaps now my hints are largely incomprehensible to people.
In the description, I described in detail (in my opinion) the basic rules of the game, I hope this will help people understand how it works. Of course, I understand that everything in the game has to be mastered in one game, but due to my limited experience, I'm not capable of it yet.
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Well...
The game looks really good. The overall atmosphere feels dense, it has creepy vibes, reminded me a lot of "Cry Of Fear" and the sound design - superb. But...the main gameplay of it is just purely directionless and I died at least 25 times trying to find all the keys, cutting all the necessary corners to avoid the main antagonist, which can literally go through walls and through ventilation system.
If you are making a game with a constant threat, you should add a safe point for the player for them to hide, wait out the killer/monster and then continue on with the task. If you constantly make the player run from the antagonist and have 0 safe points, that will create a plateau and the player will just give up and exit the game. I wonder why didn't you implement the safe points within the ventilation? It would make more sense to hide in the vents or move through them, while the antagonist is chasing you, but they would never be able to catch you while you are there. A missed opportunity, in my opinion. And what was up with the phone? Not explained, sadly.
Overall, I think with a small update and more backstory to what the player has to do in the game can create a better experience.
Good luck.
Edit: This is not the first game I played, which was made by you and in the previous game you had the same exact issue - balance. Seems to me, the last time it didn't work out so well. So, I hope you consider the changes.
I deliberately made it so that the enemy could be where you are. Just by understanding how the game works, you can complete it in less than 5 minutes, and it also plays into the fear factor. But it's also quite easy to run away from him in the game - we run to increase the distance, further into the ventilation from where we climb wherever we want, and during this time he will most likely lose us. But still, I accept the balance problem. Indeed, for me, as a developer who understands all the mechanics, everything can be quite simple.
I'll try to deal with this problem better next time. But in this game, I still don't want to change anything, I'll just try to describe the antagonists behavior in detail.
Thanks for the game and for the feedback.
Look, you have to understand that game development is about you sharing concepts of idea in a correct format (Example - I can draw a circle and say it is a human head, but no one else would think that, because they would see a circle).
The main job of a good developer is to deliver the context of the game in a way so that the player can easily understand. I started the game with no instructions, no context, just opened the door and the killer appeared right in front of me (5 times). I managed to escape the killer for a while, but it would still catch up to me and kill me (25 times, I went through that 25 times). When I tell you that the design is not great, it is based not only on my perception, but also the experience with thousands of games, that I played and more than 30 games, that I made (I am a game developer, like you).
All I want is to have a great time and also for you to make this game work. If you don't want then, fine. But listening to people, who are giving you legit feedback is part of this.
As a novice developer, it is difficult for me to understand what will be understandable to a person and what will not. But despite this, I try my best to make the mechanics of the game as clear as possible, so that the context is simple enough. So I intentionally didn't add any extraneous sounds to the background to emphasize the silence, and I also intentionally made the sound of the door opening loud enough to give rise to the idea that anything that makes a sound is dangerous. Perhaps now my hints are largely incomprehensible to people.
In the description, I described in detail (in my opinion) the basic rules of the game, I hope this will help people understand how it works. Of course, I understand that everything in the game has to be mastered in one game, but due to my limited experience, I'm not capable of it yet.