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Please don't be too hard on yourself. 😊

The goal isn't to create a perfect game in 1100 words. It's a very challenging word limit (and even more so in some languages!), so it's completely normal to have ideas that don't quite fit or things you only realize after people have played or read the game.

What I really encourage is exactly what you're planning to do: revisit the game after the jam. I see the 1100-word version as the core of the design—the strongest foundation. Once that foundation is solid, you can expand it with examples, clarifications, lore, player aids, or anything else that makes the experience even smoother.

About the layout, I don't actually think the reading order is the main issue. For me, it was more about visual comfort. There are a lot of strong contrasts, several different fonts, and many elements competing for my attention at the same time. My eyes weren't always sure where to focus next. I completely understand the temptation—I have exactly the same tendency! 😄 But I've learned to limit myself to one or two fonts because it makes reading much more comfortable.

If you get feedback from other designers, I'd be curious to know whether they had a similar experience. Even someone without dyslexia, ADHD, or any reading difficulties might find the layout a little visually demanding. I think a few small adjustments could make your game much easier to read without losing its personality.

I'm really looking forward to seeing the post-jam version. I think your game already has a lot of interesting ideas, and those additions will only make them shine even more. 😊

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Being hard on myself makes me stronger and better.🌚

I understand everything you mean and those things have a point even for me (I am extremely stubborn), but I don’t wanna change visual style😁 Nevertheless, I’ll make it easier to read by limiting the design to two fonts per page as a compromise between the “I’m an artist, this is my vision” mindset and reader comfort. I’m not ready to give up on my vision just yet, haha.

As for the feedback from other designers: like you, they pointed out readability issues caused by the text layout and the number of fonts used (six in total across the document). However, I hadn’t paid much attention to that, since they tend to favor a clear, orderly structure and dislike chaos in any form - even the creative kind.

I hope, I will upload 0-patie… 0Duality ASAP and it will help to get the whole system phylosophy and message I sought to convey including through the layout and fonts🌚

Anyway, here are my last 90% of work on the game!