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As usual, this is such a fantastic entry!

I told you that the flashback is one of my favorite tropes in tabletop games. It lets the players set expectations and difficulty before jumping into a one-off adventure. You’ve captured that here beautifully.

Since you can set the constraints, each level can be replayed differently, encouraging us to keep playing it without relying on the usual replayability suspects (I’m looking at you, RNG).

The graphics are fantastic, the overall aesthetic is polished, and everything feels cohesive.

The only suggestion I’d have would be to allow for “narrator interference” during a level. What I mean is, it would be neat if you get stuck, or are losing a fight, being able to say use the Power of Narration(tm) to be able to have Reginald say “That’s how you’d think it would go down, but actually brought my trusty lockpicking kit and the lock posed no problem,” or “It was a that moment that my trusty manservant showed up, despite my having gone at this alone”.

Anyway, great concept, full of charm. I love it.

Wow Mass, your idea of narrative interference is brilliant. I love it! I wish I had thought of it, it's the perfect way to give the player a good mechanism to alter difficulty while playing and not immediately fail (which was the experience of many players). 

Thank you for the kind words and for playing the game.

If you like that and are into TTRPGs, check out Blades in the Dark, a dark fantasy heist game in which the flashback is one of the core mechanics. You and your group decide on what the heist is about, who you’re stealing from, etc. then, rather than spending the next three hours coming up with a plan, you jump into the heist already in progress and use flashbacks as one of the ways to simulate having prepared.