+The tree model is OK
+Fast movement backwards
+Music isn't half bad
+Didn't die too frequently
+The trees are effective jump-scares
+Flying text adds a touch of surrealism
-Slow pacing. Slow movement. Slow story progression. I'm a snail. Unless looking up or down, if going backwords. (Seriously the movement is so complex how did you even program it to work like that???)
-Invisible wall (did Mexico pay for it?)
-I'm lost in the trees
-There was an attempt (by me, and the developer)
Seriously though, I can see the idea but this game, atmosphere reminds me of Slender, but this game needs more work. Maybe add something to make it less confusing and fix the movement?
This is just amazing. Did anyone that when you are looking down you are slow, and when you are looking up are fast?
It was beautiful ya kno ive never played such a real game like that the ending was touching and actually taught me something ya kno....Good job keep it up
Well, I can't say it's bad It does convey a good message and I see what was attempted in the 51 hours of development; however I would like to see this idea explored further and with more subtlety.
Very good, *thanks author for that experience.
Some people like food that is, to them, properly bitter.
Numerous aspects of life also feel bitter.
Such a game would just not work if it did not bring "can't see where to look..," "like i am lost in the woods" kind of feelings to the player, and just had a "click [next]" or "there, trespass!.. those 2 seconds of walking directly forward." Personally for me, that have easily balanced what some folks have complained, the "JUST 51-hour of work" mouse control.
As of toggling the flashlight with a button. I think such a feature would've "detuned" the game a lot! And yes, I, too, have a habit of pressing "l," the pressing "f" "looking for a flashlight" (Half Life, or DX.) Like, when a movie is made.. There are operators; and there are light technicians, and those folks should.. I dunno, at least drink a tea every three days with the director.