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Controls:

WASD - movement

Mouse Left Click - pick up items/interact

E - inspect

ESC - cancel

J - journal entry

TAB - to-do list

Published 7 days ago
StatusReleased
PlatformsHTML5
AuthorSpaceTuna

Comments

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Overall, I love the feel of the game, but here are my notes for improvement:

  1. As everyone already mentioned, the sensitivity is way too high. This made the camera jittery, making the gameplay feel unpleasant.
  2. From my understanding, the cassette in the living room and the toy in the closet aren’t meant to be put in the box, but rather trigger other events (please ignore this if I’m mistaken). If this is the case, then I think it would be better if the player wasn’t able to put them in the box, but rather, maybe get a bit of dialogue saying something like “I don’t need to pack this” or “This could be useful later”.
  3. When held, the key is way too far out of view. Visually, it doesn’t work very well and it misses the opportunity to illustrate to the player what exactly they are holding.
  4. This will probably be changed later, but the journal page should not be pure white. Given the game’s darker, bluer color scheme, it’s almost blinding to look at in comparison. Making it match the game’s palette will make it nicer to view.

I agree with everyone else that we need a sensitivity slider. I had to test on Daniel's computer because I couldn't stop spinning on mine. I also think we should be able to pick up the box and move it. Bringing things down from upstairs one at a time is a little arduous.

Sensitivity kind makes the game really awkward to play

i don't think we need a shift to run, but just make the walking speed slightly faster

picking up the journal kind of bugged out the game for me. where i would have a white square that i couldn't get rid of

i had no clue what to do at first so maybe make some kind of intro

The mouse sensitivity feels  too high

One big thing is that the game needs some way to adjust sensitivity, cause otherwise it's pretty unplayable.

Also small thing, but I don’t really like it in games where there’s no reason not to hold down sprint all the time. I feel like it should either make moving more interesting or just be the base movement speed.

Playtest Notes 2026-08-10

Playing on Chrome, using (rather old and slow) MacBook with the touchpad

Object Interaction and Narrative

1. The fridge should open or there should be some reason it doesn't.

2. Doors that cannot be opened should give some kind of feedback so that the player knows the game recognizes their attempt to interact.

3. Why can't the player open the front door? It would be best if the reason is related to the narrative and not just convenience. 

4. There's a mirror in the bathroom—what are we going to do with it? We don't want the main character to be a vampire…

Interaction and Movement

1. Double-clicking seems work the same as left clicking.

2. For some objects, it would be nice to be able to place them on surfaces other than the box.

3. Should the player be able to look around while inspecting an object, looking around as they do before inspecting it? 

4. What if the player could remove items from the box?

5. With my current set-up, the controls were too sensitive and jerky. Moving around, especially when starting to play, was rather grating. As I played, it got easier, but an uncommitted player would likely quit after a few seconds. I reran Attiction, and the movements in that game were, while not perfect, much more comfy.

Other

1. What does ESC do other than display the cursor?

2. I got an HTML-related error while holding the journal.

An error occurred running the Unity content on this page. See your browser JavaScript console for more info. The error was: SecurityError: pointer lock cannot be acquired immediately after the user has exited the lock.

3. We should really add some easter eggs where we can. Not sure what, but we can think about it ; )