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- The final battle was a nice highlight. Along with the serpentine approach of the enemy, it was fun trying to see who you could take down by shooting/throwing grenades through the shelves.
As the enemies got closer, and my health was getting lower, ratcheted up the tension in the right way.
Strange how the Zelda-type elements (exploring, puzzles) are what stay in my memory more than anything else. Thank you for the opportunity to play this.
I was annoyed at the beginning of the level when I thought I had run out of ammo, but soon discovered how much was lying around, if I slowed down and took a look.
Sometimes I thought too much ammo was lying around, as once I got used to the idea of exploring, scarcity of ammo was never a concern (even at the final battle).
By comparison, the health was spread out nicely. At the end of the final battle, literally one more hit by an enemy would have killed me. Now there was some real tension.
- An 'in-the-dark' motif provides a 'what is there in the darkness?' aura, and enhances the atmosphere greatly. The only reason I did not enjoy it more is because of the amount of 'dark levels' I have played over time, and am seeking something new.
Specifically, if it were possible for the flashlight to have intermittent operation (e.g., it works for one minute, go out for 45 seconds), this would introduce a different dynamic of 'feeling your way around'/'do I recall the environment well to move around without light', and start to fear the darkness again (or where older offerings would sometimes provide sparsely placed torches).