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There are tons of graphical and auditory bells and whistles in this one- the occasional breath of cold air,  the frostbite effect slowly fading in on the first act (And waiting to see if the cold does anything after a while, it doesnt 🄺), the voices on the radio having the typical radio static, getting rick rolled (lol) and the minecraft eating sfx breaking the mood (lmao). I also like the different take on resources, making the resources sentimental (and later on, incorporating that as a mechanic to debate breaking grandpa's stuff).

From a technical and artistic standpoint, the game is incredibly polished—visually stunning, with immersive sound design and clear attention to detail. That being said, as someone who tends to gravitate toward more gameplay-driven experiences, I did find that even with all the bells and whistles, the slower narrative progression just didn’t click with my personal tastes. Don't get me wrong- Fans of story-based games will likely find a lot to love here. As the game went towards completion, I found myself not really caring for the dialogue, just ready to finish the game. I think alluding to heavy lore involving the grandpa (like if you slowly started to discover if he was evil and throwing things into the fire would have different context across the experience or sum) would have made me more engaged with the storytelling, but then again, for what you were aiming for, you did wonderfully and I love the different take on the theme from what I have played so far. Just not my cup of tea (or maybe I had a diff experience since it ran on like 15 fps on my laptopšŸ’€ )

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I can totally relate to your point of view. Usually I'm not a narrative/story based game player as well! Yet I wanted to challenge myself to create a visually interesting interactive story. Thank you for your feedback and also for finishing the game although it's not your cup of tea!

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Mad respect for creating out of your comfort zone