Some friendly advice UnityDev to UnityDev:
For the programmer:
1.) You can cut down on the REALLY LONG load time when first opening a game, by making a small base game that includes none or close to none of your art and then loading your art with the WWW.Texture and WWW.AssetBundle functions. Though, that requires you host most your game somewhere else (like dropbox). Since most your assets are used in very few scenes; I'm not sure it would cut down much load time in this case; but it WOULD allow you to have a custom splash screen (Unity loading goes by quickly; lightweight unity splashscreen or mini-game plays while the WWW bundles load; then load the actual game. Larger flash games like -epic battle fantasy 3 and 4 do things like this.
2.) More specifically you can cut load times through procedural placement, through it also increases scene load time on their opening. For example, a script placing all of the theater seats when the theater loads would cut down on the saved asset space for the scene, but increase the processor pull on the first frame of opening the scene.
3.) Also, it's often recommended to use 128x128 as your max texture size and do some color shaving for online work. But, enough on the loading time.
4.) You called Screen.LockCursor = true; once. It's better to call it when the player clicks the screen.
Rect screenRect = new Rect(0,0, Screen.width, Screen.height);
function Update () {
if (Input.GetButtonDown("Fire1") && screenRect.Contains(Input.mousePosition))
}
5.) Similarly it's common courtesy to allow the player to pause the game and remove their mouse whenever they like, I tend to use the 'Escape' key and 'P' key for this. Just call
var paused : boolean = false;
function Update () {
if (Input.GetButtonDown ("Pause")) {
if (!paused) {
time.timeScale = 0;
screen.Lockcursor = false;
} else
time.timeScale = 1;
paused = !paused;
}}
6.) Alternatively you can use right click and left click to simulate how a flash object would gain and lose focus.
For your artist:
Do something about those hard texture edges on the character's shoulders. It's really distracting in the theater scene. I admit, since several of the characters look like posing dolls, I'm not sure you've been using a model program that you could use to fix it; but it's possible to do so even without mesh access in GIMP if you know what you are doing. (Or in a cheap or free mesh editor; though admittedly it's easiest in 3DS Max and that's out of the indie price bracket).
For the work in general:
As a game; it's not really a game and it's pretty poor in a lot of ways including wall clipping and the like.
As an artwork; it's very effective for the point it was trying to drive across, even though it's more like an interactive short subject animation than a game.
Considering that it was made in a week: If all the art was made in that time; your artist is impressive. Otherwise; doesn't change my opinion.
Overall: 3.5/5. Might bump it to a full 5 with art revision and the minor program tweaks I suggested. It is -quite- effective at its message; but it feels like that's all there is to it. No game; no game'play' it's just a short-subject Heavy-Rain-esque thing. Be interesting to see you pull out something that was longer and more like a traditional adventure game with the same sort of creepy feel.
Thanks for reading.