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(+5)

The only hard criticism I can really lobby is something I think is inherent when I play a lot of games like this where having to move around is cumbersome. I'd chalk this to the engine or my computer itself, but I felt like the game was struggling a lot every time it loaded a new room or you were picking conversation topics and cycling back to room descriptions and navigations. Knowing how these game works and python, it's probably just python's slugginess in loading scripts. Overall it did feel a bit unergonomic, but it's only a problem if you ever stumble in finding out what to do.

The writing, audio and visuals were all excellent, so most of my difficulties with the game came with interacting with the design. I often get lost in these kinda games, even when the scope is this small. Depending on where you want to take and how much you want to take the players hand while playing it there's a bunch of stuff that would make it easier for a player to eventually stumble and move the story forward. Off the top of my head I'd recommend stuff like marking conversation topics as spent once you have seen them and there's nothing else you can get out of them, which would leave uncleared conversations as points of interest. Highlighting new or updated conversation topics once you unlock them I  think would also be good to keep the flow going. But all of these are more matter of polish that necessarily getting the game design wrong, having played a few of these kind of mystery adventure games lately, it follows the established formula quite well.