Gave you a 5/5 rating as a boost in the algorithm.
Feedback (SPOILERS AHEAD):
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The chase part is too dim to see in and would probably kill off any horror and build up in the encounter. Another possible way to ease it up is by respawning the player at a more forgiving spot on death.
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A small stamina based sprint for the more action heavy sequences. Not to mention how it would add more anxiety about potential danger lurking about.
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Some of the more common SFX used should be ideally swapped out for less recognizable or N64 style appropriate ones, including that silly little jumpscare. Should apply in general with many of it’s elements if that was a high priority goal.
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At least one of the sheep has a tendency to clip right through the wooden fence and looks weird even for N64 low poly standards.
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It could’ve used maybe one more night of suspense before the big reveal, but maybe that’s just me.
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The [THREAT] design after all those descriptions felt like it was missing something too. None of the features stand out or have anything that visually appropriate. Though that can also be from how limited the vision becomes.
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My favorite parts included the surreal dream, the weather and bad omens. The slow music change with each day was really nice too. So maybe that’s where the strengths of the game truly lie.
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What you can and can’t interact with could use a few more hints/pointers probably. It took me a moment to realize I could pick [THEM] up during the dream as an example.
I will likely delete this comment once it has been read. I don’t consider myself a reviewer and this is all entirely done out of a desire to help.

