thank you for such detailed feedback !
this is definitely meant to be a slower game focused more on how the characters are experiencing the situation rather than them unraveling a bigger plot, so it's tricky to find balance for such a varied audience, but i would love to hear if you have an idea why it took you that long to get attached to them
i wanted the dialogue to slowly give information to piece together what their situation is rather than explaining immediately, but maybe this could've been done better, it's hard to get a read on your own story when you've been staring at the same words for so long haha
hm, the only place that becomes available for stopping after you pick up an item is the gate that leads to the lighthouse, i didn't give unique dialogue depending on where you're trying to get out, but the reason for that would be that they tried a gate in the beginning and didn't know the code so they would have the same issue here (which maybe i should've been more explicit about), and then they have incentive to check it out because of the radio signal leading them there. i was thinking the detector would be enough of an indicator where you can get out and what's just a landmark, but i see how it could be confusing
the bugs are odd ! i anticipated all those things happening, made systems to prevent them, and tested a lot to try and break them, but it all ended up working fine for me, i'll take a deeper look, feel free to give any more details if you remember. i did make the save system as a preventive measure in case i missed bugs so i'm at least glad that worked out
the text speed affects how long it stays on screen after all the letters are shown, the letters themselves are indeed tied to framerate, because my very weak pc was skipping most of the dialogue when it was tied to actual time. there's probably a better way to make sure it shows fully regardless of framerate, but i wasn't having issues with it, was the typing too slow for you or?
honestly i've spend so long working on the car and reworking it that at some point i had to call it good enough and move on haha, maybe i come back to it when i have more experience. for the object areas, i tried being pretty liberal with ones that don't require an animation, but ones that do looked too weird if i made the area wider, hard thing to balance without reworking how the animations are played
super glad you got to see kumira playing the piano, that's probably my favorite bit :]
really appreciate you wanting to play through the entire thing twice and leave a detailed comment ! i worked on this game a long time and learned a lot during it (as well as other playtesters and this review), and i love watching people play my games to see how their brains work so i can adjust the experience. unfortunately i simply don't know enough people to cover all possible playstyles and had to call it done at some point to move onto other projects, definitely will take your points into account when i work on other things, thanks again !