Проклятый Феликс!
Really cool idea!
Thank you for the kind words! q(≧▽≦q) About Felix: he really is a very unpleasant character (at first glance), and with him, we definitely overdid the difficulty. To be more specific, he's a textbook example of how traumatic experiences can shape a person: his aggression is a defense mechanism. (Literally like a pufferfish—that seemed funny during development.) The idea was for the player to help him realize this, and that's how the mission would end... but, well, the mechanism works a bit too well. >__<