I spent a few hours playing levels 0, 1, -1, and 2. In this post I’ll try to write down all my suggestions for these levels. Let me know what you think!
Level 0
Very nice level. From my point of view, I’d suggest two small improvements:
- I think the shortcut to the sublevel is too easy and “lazy”: this could lead many players to skip level 0 and move on immediately, which is a shame because level 0 is a classic of the Backrooms genre and it’s really well done. What do you think about an idea like this to make it a bit more interesting? My idea: in the pitfalls there are two holes with the black circle on the ceiling, but only one is the correct one with mattresses at the bottom, the other leads to death. A 50/50 chance. However, around the level you can find lanterns (or flares, or matches, or glowsticks, something like that) that you can light and drop into the pitfalls: if the lantern you drop breaks and the light goes out at the bottom, it means it leads to death. If the light stays on, it means there are mattresses. The light would then remain on at the bottom of the hole to help teammates understand which hole is the right one. In my opinion this would be a good compromise for those who don’t feel like searching for all the VHS tapes, but at the same time they’d still be forced to look for at least one lantern to move forward and spend a few minutes experiencing level 0. There would be two different approaches to completing the level. Maybe this would only be possible after the “hands overhaul” update on the roadmap.
- I think the Smile entity should move toward the players: very slowly, but it should move. The fact that it stays still, in my opinion, kills half of the anxiety and tension that entity could potentially generate. Imagine realizing that the Smile is slowly coming toward you… it would be much scarier in the middle of a blackout! And this would apply both to level 0 and to the sublevel.
Level 1, -1, 2 in the comments:
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