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(+1)

Yes, the introduction is very long, but essential for the presentation of the universe which is, in my opinion, the most important thing for a successful immersion in this world combining two strong references of video games. I had considered allowing the players to skip the introduction, but they risked skipping this long presentation too much to finally stumble over puzzles and leave everything without having understood who they are, nor the references, nor why we still have a voice-off who comments things. Afterwards, there's no rush either, and 2 minutes of reading with a remarkable dubbing actor is a rare luxury in independent games, and what's more in game jam projects. I fully understand that this introduction is long, and that's why I put a counter of the remaining time at the top of the screen. As for the "zooms", yes, these are places that give a clue or will open later: this game is not an exploration game but a reflection/puzzle game. So you have to find the puzzle and try to solve it. Even if it means looking for some clues if the player does not succeed (because doing things at random offers very very little chance of succeeding). There are 4 rooms in all: if you got stuck in the hall or in the room on the right, you just haven't solved the riddle of the arrows. Thank you for your comment.

(2 edits)

As a suggestion, you should consider spreading the lore of the world throughout the game rather than going for a large info dump at the start of the game.