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[One opening tip to future players: to speak with characters, you need to be simultaneously pushing into the character with a direction key and pressing X.]

Nice job with this game! I played through to the end and enjoyed it.   In a lot of games, the text ends up being a bit of chore.  Here, the various dialects (and the neighborhood where people spoke...Dutch?), the heroic epic poetry style elsewhere, etc. made the text fun and funny -- that was my favorite part and I looked forward to it.   The game style took me back to NES Legend of Zelda type games, and the pumpkin spice latte quest added autumn feels (even if the Pico-8 palette makes autumn colors tough!).  Some feedback I hope is helpful: I thought the movement would be improved by decreasing the friction on colliders so that the character can "slide" along walls.  It would make movement smoother/easier, and it would avoid the issue I noticed here where passing through a one-tile-wide opening is really hard because the player sticks on the walls. 

Nice work!

Thank you very much for taking the time to  play through the end  and for your kind words.

I'm very glad you enjoy it! I definitely took free inspiration from the NES/Gameboy Zeldas. I'm also happy you enjoyed the dialogues and the narrative style. As for the movements, you're totally right. Letting the character slide against the walls while moving diagonally would make the controls feel nicer and would solve the problem about passing through a one-tile wide opening hard. As this is my second game (the first one is not complete yet and is a totally different genre) and I'm very beginner in game making while also not using any tutorial (I like learning the hard way) I didn't figure out yet how to do it properly, but it's certainly an actionable improvement point for this and any subsequent game! In this one my best tool has been to avoid as much as possible to use one tile-wide openings.

Thank you very much for your detailed feedback and I'm truly humbled by your nice review!