ui and sound design with buttons tends to fall by the wayside these jams but wow they made a nice (not crazy but nice) impression at the start and i appreciate that. i'm rather charmed by the banana peel dialog pointer. even the inventory has the vines on the frame and ease motion on the expand..... the art style is quite cute and pleasant, some people could have looked more distinctly like themselves at a glance (chris paul ludwig) but that's just me being extremely nitpicky.
unfortunately the game design fell short in comparison, me and a friend watching me play luckily managed to get through it without most of the tutorial (besides finding the rock.....) but i did have to restart it to get the microphone back and it was rather fiddly dragging items to the exact correct object (eg: vines only right near the wheels? rope down the hole but not on the bike) but it def seems like a time nerf 😞 😞 😞
puzzle design was also, bit too formulaic and convoluted overly convenient but, well. anyways a small thing i think you could've done to make it feel better was up the speed on text and movement around the scene. and also might've just been how the puzzles had us looking around for stuff but some backgrounds looked like you might be able to go to another room (left of the podcast and down to the campfire) but regardless. props to the ui it did stand out to me.