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After a somewhat weaker start, the funny dialogues quickly recovered this game for me. However, the Recall mechanics was the part that made me stick with this game a little more. 

But after a while, when I investigated most of the seemingly unrelated items, I started to realize that to progress the story, in the beginning, I just need to go back and forth between the characters. Then I stuck, I investigated everything once again, recalled everything with everybody, and still got the same answers, so I gave up.

The typewriter effect on the text gives the game a good vibe, but making it dynamically change speed to highlight different parts of the dialogues or even adding some stops, or deletions would significantly improve the illusion.
Typing in all the words, especially the redundant area names during recall, just to confirm that the answer didn't change, makes the game a little bit frustrating pretty quickly. Maybe adding some highlighting to give a little clue which words worth checking again and which ones will result in the same, unskippable, multi-page answer would ease the pain.

To summarize, I had fun but gave up because of the repetitiveness.

Thanks for the compliment regarding the dialogue. If you liked the recall mechanic, hopefully you'll enjoy the "Indict" command that I intend to add in further levels :) It was one of my original ideas that I unfortunately did not get to show off. It was my solution to giving these kind of puzzle games a clear win/lose condition, rather than getting "stuck" all the time. 

Yeah, my first level was honestly not as polished as I wanted it to be. A lot of items are pretty unrelated, as I was a little worried both about how "easy" I was making the level and how much I was sticking to the D&D theme. Hence the strange items that pretty much only serve as tiny, tiny morsels of worldbuilding. I certainly intend to tidy up the first level in the future, make the feedback regarding progress a lot more clear, and clarify goals through more dynamic dialogue as well.

Frankly, I can think of a super easy way that I could have implemented a "skip" button, but I just never thought of it. My bad. Dynamic speed, highlighting, and "mistakes" would certainly be amazing! That is a great idea. I am unsure, given the current way my project is built, how I would go about adding that. But that seems like a great challenge to improve my game!


To summarize, I overscoped a bit, and in trimming down my first level to a state of being "completed", I was left a pretty unpolished, unclear, and somewhat repetitive experience. Thank you for the feedback! I am eager to improve this game in the future.

Hey Kosinaz, thanks to your input 3 months ago, I was able to improve my game! I did add dynamic text speed, as well as highlighted text. I have also made the RECALL command more intuitive, so you don't need superfluous arguments. Additionally, the game has much better feedback on what questions were already asked / were updated, so it is overall less repetitive. I have completely redone the first level with multiple endings if you would like to check it out!