Great feedback, guys. Thanks!
Add some random blurry shapes that move in the dust, make it feel like something is out there
Had there been something moving in the dust I'd probably shit myself
Yeah, I thought it would be cool if there were some sort of shilouettes pop up in places and then fall to dust or see a face appear in the dust itself. I mean if you look at (any) pattern long enough you start to see all sorts of weird crap in it.
Like Regniwekim pointed out, the screen would go black with a static noise every now and then for no particular reason. Was this intentional? It wasn't particularly pleasant.
The screen went black/static at one and made a weird scream-ish noise. That was not very nice.
It was intentional. I admit it's a cheap effect but I thought if it worked on me even I knew to expect it, then it would work on unexpecting players as well. I'm not sure how much you were contcentrating but if you're paying attention to the sound and really looking into the dust, it's quite a jumpscare. But yeah, a cheap trick, sorry.
This was great. The black screen scared the shit out of me.
Hah, great! Thanks. As I said, it'd be a great addition if there were some shilouettes or faces appearing in the dust clouds.
I'd recommend having a few items that remain stationary, just so you have some way of referencing your position. I couldn't really tell how far I had walked away from my starting point and it would have been nice just to have a frame of reference in mind while playing. You can still make it so that you don't see objects unless you're really close.
In version 1.1 I added tracks that you leave behind as you walk. But yeah, a bit more decorations would help. But I'm not too keen on pre-made assets and I haven't done 3d modelling in years, I need to brush up first.
Add a sprint key or adjust the run speed, it felt too slow and sluggish
This was mostly done to simulate strong wind which prohibits you from running.
The wind sounds are good, but some of the random sounds (birds and wolves) don't seem to fit and break the immersion.
Interesting. I thought they fitted nicely for their out of placeness in that environment. It was supposed to be creepy in that way. Especially the children's laughter (not sure if you came across that point) which really creeps me out because that sound shouldn't be there. Basically I was trying to create a soundscape you really shouldn't hear in such a place.
I've been wanting to make an audio-based game for quite some time but a first-person-walker might not be the best genre for that. And I only have a couple of ideas for audio-only puzzles.
The harmonica tune was kept two notes only because I wanted it to be abstract. Adding a third note would already create a theme and a specific kind of sound that would start (mis)leading the player about what kind of an environment it is. With two notes it's unspecific enough to be whatever you feel like. If that makes any sense ... because I'm quite bad at explaing stuff..