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(3 edits) (+1)

I really enjoyed this game and think it showcased a classic puzzle mechanic through a novel idea. The imprecision of language and memory can create wonderful ambiguity, and it's a fertile concept to sow when designing instructional puzzles with an unreliable narrator. The core mechanic has been done a little - I'm thinking this is right on par with those Professor Layton style lateral hair-pullers. But what I haven't seen a lot of is playing around with misdirection and contradiction. The game becomes as much a logic puzzle as an exercise in interpretation, and it sort of makes it morph into its own thing as the player wrestles with their own translation of what they assume the narrator meant. I assume that's intentional and think that's really neat. If anything, the players sharing their maps that look completely different is a really fun thing and reinforces it a lot. You could absolutely draw out this idea, but the one-level structure showcases it without overstaying its welcome. Awesome stuff!