Okay the switch from security work to stealing comes from nowhere so you may want to add some foreshadoing.
Duality and complexity of nature are some of the themes that I tried to stick to when writing the prose and structuring the plot of the work. The change in tone of behavior is deliberately stark. You get a little heads up when you read the synopsis.
I think you should have opinion of having the codes already translated in the text as it was tedious to constantly move between glosary and the game.
I’ll consider this, I honestly already feel there is too much hand-holding. You and your peers work in a specific industry where you know the jargon and procedures; you wouldn’t be taking extra time for exposition. I don’t expect the player to come into the game already knowing this stuff, but I do expect players who care to take the time (about a minute) to read the glossary and learn about the stuff they don’t already know.
Not fan of not being able to survive in any way. Game goes to horor too suddenly Imho
Not sure which segment of the plot you’re talking about but there are no instances in the game where death is unavoidable; if you die you have made a poor choice or tried to do something you weren’t good at. The game also takes advantage of a checkpoint system I built myself so if you die before the final chapter you can restart that chapter without losing any other progress.
Thank you for your feedback! I am super appreciative of all the people who’ve tested the game so far and can’t wait to hear more criticisms of the work! This is a super good exercise in being coachable and listening to my audience; I am humbled by the attention and the time taken to guide me.