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I really dig the Victorian-esque aesthetics that this game had. The wallpaper help set a sort of regal, formal tone, while the hand-drawn props complimented it by adding a more relaxed, cozy charm. I don't know if this was intended, but also having the static camera in front of the room made it feel like the manor itself was actually just a stage prop with a camera crew or live audience right outside of the view.

One thing I notice from the opening text, is that the text does not follow the voice over. One method I might used to help solve this would be to tie the text and voice over (broken into chucks per sentences) into their own animation in an animation player. You can the voice over as an audio playback track, then scroll the text by incrementing the amount of visible characters (which should be an property on at least the RichTextLabel node). This would also take care of having the voice over still match if the player chooses to skip to the next dialogue, since everything would be contained in their own animation clips.

I also wonder if a point-and-click style control scheme might fare better for a house exploration game like this? Overall, I am excited to see what you are able to make next!

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Thank you so much for playing, glad you liked the vibes & yes, this being a stage prop was absolutely intended! 

Good idea about using Animation Player; I'll have to spend some time figuring out how to use it correctly and will definitely try your suggestion out.

I managed to fix the big bugs in case you wanted to try it out again to get the more complete story. :)

Hi MagneticMemory, I checked out the updated version and I believed I completed it? Ended the game when the woman started typing on her typewriter. The interaction hitbox (?) felt a little wonky for the husband, since it appeared to be around the doorway? On the second playthrough I also realized that all the characters are suppose to be puppets. And I think that's a pretty rad.

Appreciate you trying it out again! If the interaction works on the husband's character, you're supposed to do a quest for him & then talk to the person in the first room again, after. I'll make a note for future games to actually add those tasks to a quest log instead of just relying on the narrator to say what to do. (I had the area3d/interaction box work here when I tested it but yea, for some reason these were being weird)