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Nice core concept for a puzzle game, needing to think about using your resources in the most sensible way to carry more to the following room. There’s a solid atmosphere and mystery about the game and I enjoy learning how the mechanics work through experimentation rather than explanation. The undo button is also a welcome tool to correct misclicks.

The addition of out of bounds tricks was a cool moment, but after a while it started to just feel too floaty as a result. I got the black key ending, then restarted and played up to the grey key door followed by the blue door, but I only have a red key. I’m guessing there was a point earlier where I should have used the red key to retain the blue key for this moment, but I don’t really want to reset the game or tap undo 200+ times to try it, so I’ll call it there.

I think one approach to tighten up the gameplay would be to ensure rooms are independent. I’d suggest playing “Bean and Nothingness” for a good example of how to weave together independent rooms into a larger exploration & narrative. Your game has a somewhat similar energy so I think it might be a good inspiration for you. 

Of course, this approach negates the meta-puzzle of needing to solve earlier puzzles in such a way that sets you up to solve later puzzles, but if that's important to you then an alternative solution would be to replace the fast travel with time travel, where the player can go back to change how they solved a previous puzzle to bring different resources into the future. It might not be possible to make that work without breaking things, but I just think asking the player to replay large sections in response to hitting a wall they couldn’t have predicted is too much to ask.

(+1)

thanks for playing!

1) Ive always struggled with how to transition from a normal puzzle game, to meta puzzles (i mean, treasures are not meant to be easy to find) but you have given me a few ideas for the next game.

2) the undo could've been abit faster to help, but you are right, i could include the time travel back to the previous map (basically mass undo til the map changed)

3) the hug the wall trick would have worked better if there was a map that allowed u to guess where u could possibly enter (theres only a few of that sprinkled in)

PS. there is a hidden interaction ||between undo and fast travel that couldve been used to retain resources||

Nice! I think there's potential in this kind of trickery! Keep at it! ✊