The structure here works. One minute, a village full of people who want things, and knowledge that carries over even when items don't. Jamie wanting a cool rock told me exactly what to go looking for next loop, which is the right way to seed something like this. I liked the reset screen listing what you kept too, that's a nice bit of reassurance at the exact moment you're annoyed about losing. Two things stood out on my first run. A good chunk of my minute went on just walking across the village, which stings when the minute is the whole game. And there's nowhere to check what you're carrying, so even one loop in I was relying on memory for something the game could just show me. Small thing as well, it doesn't fill the browser window, so there's a big empty area off to the right.