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There was something that felt very powerful about this little shot. Perhaps it gave a strong sense of the contemplation he was going through? I'm not too sure, but I find games rarely include simple interactions like this that are meaningful/thematically related (or at least not with pure images), and give you room to exist in a space.

Great work on the writing and characters, they felt believable and distinct. I thought the art was lovely, props on that walk animation heh. Only gameplay note- on my second run, I stayed to look at the window for a bit, and I heard maybe three knocks. By the time I went to the door, there was only the Revolutionary character left (so I'm assuming it cycled through all of them?). Might be nice just to keep them knocking if you want the player to experience them all, or to at least have it so they knock for a bit before leaving. 

Anyway, had a wonderful time with it!

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Thank you very much! Yeah, I thought contemplating the sky behind bars summarized the whole game.

I spent so much time on that walk animation, I redid it several times because all the templates had chibi proportions or walked like a proud cowboy, which didn't make much sense in a tiny cell. In last year's jam, the player was a ghost for that reason haha

The player can ignore the npcs, it's on purpose. If the player meets no one, he has the "despair" ending. But yeah, the timing is probably a bit tight to reach them.