
They're just not good - extremely floaty and once you experience them for more than a minute or two they're essentially a non-threat. I think that could've been a impactful moment that tied in well with the backstory and what's happening. Having the enemies have different models, maybe some dialogue - even if only momentary before they erupt into fiery skeletons that attack you.

The backstory of the game is good, so long as it extends into the game. Rather than face your demons, you end up facing up against floaty skeletons. Having played the game, the execution of the concept wasn't good. It definitely captured that foggy night vibe that made me feel uneasy right away. The other thing I thought was done well was the lighting and ambiance. There's a mix of coming to terms with what has happened, and that while you didn't do it, it was still your body. Alternate personality is a serial killer, but you're the one that has to face the demons. The concept is probably my favorite thing. I understand this was a course project done over a semester so I wasn't expecting perfection, but I hope the feedback I do have helps you in your future endeavors. There are things I liked about your game, and many things I didn't. Liam Hanson - 3D Modeling and Environmental Design.Danny Hook - Character Modeler/Rigger, Concept Artist, and Cover Artist.Zach Ridings - 3D Modeling, Texturing, Animations, Coding, Environmental Artist & Lighting, Particle Effects.Meghan Elder - Narrative, Level Designer, UI Artist.Justin Bryant - Creative Director, Sound Designer, Composer.

W/A/S/D: Forward, Left, Right, and Backwards Movement Respectively.

