Hey Dreamkilled, thanks a ton for your detailed feedback! I'm really glad you enjoyed the tutorial and appreciated the freedom it gives. Funny enough, the tutorial is actually a very linear and guided experience - while the full game will have a much more open structure.
About the camera shaking - if I understand correctly, you're referring to how the scrolling feels a bit choppy when moving? That’s because the game runs at a "real" low resolution, so the camera moves pixel by pixel. More skilled programmers make it scroll in sub-pixel increments for smoother movement, but I only realized this late into development, and implementing it now would probably break things. 😅 That said, I’ll try tweaking the scroll speed to reduce stuttering when the camera slows down!
The phone glitch is an interesting one - I thought I had made sure the phone wouldn't ring if the old lady was dead, but apparently I missed something. I’ll check it out! As for the empty teacups, that’s actually a consequence of her death… but since it’s never explained, I’m not sure if keeping it that way is a good idea.
Inventory items don’t disappear when depleted - I assumed players would find more of them later, so keeping them in the quick menu felt more convenient. Otherwise having, say, tnt disappear from the quick menu every time you run out might get annoying.
The text speed is currently standard, but I can consider speeding it up a little. Also, if you pause the game ("P"), you’ll get a recap of the controls! 😁
Lightning bombs don’t interact with puddles... but now that you mention it, that could actually be a cool idea! I’ll give it some thought.
And yeah, you’re absolutely right - the dialogue windows shouldn’t interfere with movement in emergency situations or combat. That’s something I was aware of, but apparently overlooked in some places. I’ll fix that!
Again, thanks for taking the time to write all this! I hope to release an improved version soon with some of these adjustments. 😊


