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(1 edit) (+1)

An incredibly complete entry that packs so much in without feeling cramped or busy. I think my favourite thing about this actually is how restrained you were with the time mechanic - it's done really effectively with minimal fuss, focusing on a few key ideas to put across what's going on without overcomplicating anything. 

Every "hourglass symbol" entry in the dungeon key does just enough to communicate the time-shift very clearly, but also works well as a "gameable" scenario and builds up a consistent set of themes that give everything a nice emotional through line (hubris! loss! vengeance!). This all reads like it would come out naturally in play just by exploring the tower.

Another example I really liked - the needle giving the power to double/freeze time in a small area hits the sweet spot of feeling sufficiently powerful, but (probably? hopefully?) not being overly complex to actually adjudicate in play. 

Really neat, and a demonstration of how to do something as potentially fiddly as time travel in a really straightforward, gameable way.