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(+1)

Loved the ambience. For a speed-based game it was frustrating that I couldn't skip the typing animations or continue a conversation (had to start the dialogue over after every thread). The camera rotation was a bit fast so I had trouble controlling it. I would have liked to try again but it told me who the killer was at the end. It actually froze then so I didn't see the ending. Cute game, all the same.

Thanks for the feedback! The clock actually isn’t running while you’re inspecting/talking/looking around/etc., it’s more of an action economy masked as a timer (eg. Every time you have a conversation, no matter how many lines of dialogue or however many minutes you spend reading, it takes 25 in game minutes or something like that, whereas moving rooms always takes 5 and inspecting takes like 10-12). Though we did still want to add that feature to conversations, we just didn’t have time

(+1)

Ahh that is a good approach! Out of curiosity if I re-engage the same character to explore the other dialogue options does that take another 25 minutes or is that all one conversation?

It takes another 25 minutes (or 20 whatever we set it to), but yeah each new time you open the menu is that set amount of time. We wanted to force the player to think very carefully about what they ask and the things they engage with so they aren't just going around asking everything and kinda cheesing it