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(+1)

Thanks again. Here is a little more feedback and a request for a hint (slight spoiler):

FEEDBACK

1. I think it is important to tell the player upfront when the game starts about using capital letters as it both is important to Alice and the names of the paintings. Nowadays, it is my impression that almost everyone only type lower case in parser games because it is faster and works in most modern text adventures.

2. The pendulum clock cannot be referred to when the alarm clock is present so the player has to leave it somewhere before they can look at the pendulum clock.

3. You could consider if you can replace the "hidden" verb with a new or existing verb mentioned when typing "h". The problem is, that if just one verb is unknown it means that whenever the player is stuck they will try all sorts of verbs in a lot of different locations and they are never told if the verb is understood but not applicable in the situation. For instance, since the tray looks like a frisbee, I tried to "throw" the tray in all outdoor locations but my command was apparently not understood anywhere. So the player will use a lot of time trying verbs that don't work multiple times. In comparison, modern parsers will tell the player if a verb is understood, even when it is not applicable. Another popular modern branch is "limited parser" where all verbs are known. But as you allow for exactly one unknown verb, your game does not fall into that category which might make it harder to reach a wider audience. At least, when the parser is not limited, most players would expect smarter responses from the parser when a command is not understood. A solution could be to check if the player typed a verb which is not understood by the game, then you could respond "Sorry, I don't know that verb" or something but if the verb is understood but not applicable you could still say "You feel a bit confused." So if the player actually manage to guess an existing verb, then they can see they are on the right track.

HINT REQUEST (Mild spoiler):

I still haven't figured out what "bespectacled poppy" refers to so I really need a hint for that one.

(2 edits) (+1)

Ok, so, I will reply in order:

1. It is clearly stated when starting the game and in the help that sometimes the player will be expected to insert exactly the name of the objects, in these cases the name will be explicitly specified.
This statement was written as a specific reference to the paintings and to the books you will find later. It can also be adapted to the name of the female png Alice as well.

2. This is due to the fact the pendulum and the alarm are referenced with the same word, that is "clock", I'm adjusting this with the next update by changing the reference to the alarm clock with the word "alarm".
Thank you for pointing it out to me.

3. My game is really simple in its structure.
The verbs you can interact the environment with are stated in the help.
The "hidden verb" you are saying I think refers to this phrase from the help:

"Furthermore, IN ONE CASE, it will not be possible to use normal interactions, but you will have to think about possible verbs (always the infinitive form) to use in order to proceed."

But read carefully, it says "IN ONE CASE, it will not be possible to use normal interactions", this case will be explicit, you will know when it is time to think, and even then the verbs can be understood from what the game tells you.
But it will happen only once. For the rest of the game the verbs are always those written in the help.

Referring to your trying of throwing the tray, why would you do that? Why would you need to do that?
I understand you were stuck, but remember that the game is more like Zork than Monkey Island, if you catch what I mean.
The only thing you have to know is "read the descriptions carefully and think logically".
For example, you have noticed the space between the pedestal and the chicken statue, good, keep that in mind for later.


SPOILERS:


Also, you have seen the water in the fountain, maybe there is a path in the garden you didn't find, like....over or beyond(?)
Look at the list of verbs you have and read the descriptions ^^


Finally, about the hint, I would say that a bespectacled poppy is literally a poppy with glasses, thick glasses ;)
Does it remind you of something?