I see it differently, as Intended is giving his own personal true opinion (true as, itās not sugar coated or anything.) This allows OP to get an idea of what people actually think about the game, and the thoughts of the players. Itās better to be honest and upfront, and personally it helps me get a better understanding of how people feel and think things through.
Now, the monsters donāt really seem to roam as they just stand around and sometimes move.
The doors NEED to have a proximity key base; you press a key if you are close enough to open the door and a button for mobile users.
Add stamina to the game for the running, and the normal walking feel unsatisfying and sluggish.
There is no interaction with the hiding elements, I want an open and close animation that locks the player on these, and makes a sound and triggers the monster to head there immediately. The monster should stay at that location for 5 seconds, and the player should get exactly 5 seconds of ābreatheā where they donāt make any sound, otherwise they breathe and trigger the monster to their location. Allow players to hold a key to āhold breatheā with a 10 second full-refill cooldown, OR automatically do it of 5 seconds of no breathing and 5 of breathing for the monster to hear.
That would allow players to have some interactions with things, and I could go on and on but I wonāt. The monsters, they arenāt really special and donāt really do anything, I want camera effects where say the OGREās movement within a range of the player causes a slight shake and big stomps. Make it so the player gets extremely scared, they gain extra stamina (on a cooldown) but are extremely audible and breathe loud for the monster to hear. Stuff like this.
Also doing these short 25 seconds rounds and stuff just doesnāt feel good. Also, do a proximity range damage for the monsters as they rarely actually hurt you.
Thereās a lot to work on for this game, and this is my full honestly. It all depends on what your goal is here, but you really want something to keep the player busy and keep it really tense. Make it easy for players to understand where the monster is, but make it feel like the monster is always around the corner. Iād say focus on getting your concept and mechanics down before anything else, and really flush that out.
I wish you luck on your game, and that this really works out for you! This is just my own opinion and advice on how Iād do things and as a player what I expect from games. I want to always be occupied, to feel like Iām doing meaningful things, even if I am not.