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Hey Thrsty, you have a good way of building atmosphere and from what I have seen really like to build a whole world in your games. Super cool and I think you have a nice vision.

It took me a few tries to figure out. With the fog "being over top of" or at least seeming like it was over top of the UI, I did not see the lens and fuel bars my first few attempts and didnt realize why my light was sucking :p. Once I got it figured out I was like "oh this could be a cool fast paced little management game".  After going back and playing it quickly now while writing this Im thinking "how tf did I miss that initially?" which I think goes to show 1) how blind players can be 2) how hard it can be to teach properly. 

It felt like a good early mobile game in a good way. I remember having a first gen ipad and loving some of the games and the mechanics brought me back to stuff like that.

I did get bugged and stuck in between the wall and the stairs on one attempt and couldnt move. 

I'm glad it gave you that retro-mobile vibe...thats definitely the feel I wanted to emulate. you got me dead to rights on the world building, I almost have to create lore and backstory to then let that guide the actual plot...and I really enjoy that part of game design. I was unsure of the clarity and pacing as I developed it because it's easy to get blinded to that kind of thing. I also left several things in as easy ways to expand in the future, and to make the world feel bigger than it is, because i really enjoyed this project and may revisit it in the future. I'm sorry about the wall/stairs bug, I know exactly where you're talking about and there are invisible colliders to stop it but i guess i missed a spot, lol. Thanks for trying it out though, I hope the story got across well enough, I wanted it to be playable even if you never visit the bookshelf, or only once...but i also wanted to reward players who kept going back and give them enough detail to make it worth their trouble.