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Wow, thanks a lot for your in-depth criticism! 

For the green paint, I hadnt had a comment about that until yesterday when my dad tried it so you're not the only one. The original statement could have been changed slightly.

For cultural based hints I know what you mean for 42 and 13 but they are two pieces of trivia that you could easily look up, and even though Friday the 13th isnt cursed in every culture I was more refering the movie than the actual superstition. As for 42 it definitely can be dangerous but it is the very first thing that appears when searching for the meaning of life. Then again, a short game like this one shouldnt require you to search things up.

Im interested by your view on smug humor because Ive never heard anyone say that before but I definitely see what you're getting at: it is overdone and an easy way to go for humor. I wouldnt say that we went for it for that reason though: Im sarcastic by nature (as are many people in this jam) and most of all I did take inspiration for this AI. Ive been recently reading The Dark Tower for the first time, and the AI's character (for all before the last room) was partially inspired by Blaine the Mono. You can see that in how he switches between slang and formal every so often. Probably too subtle but I definitely did not go for a cheap character. But interesting critic, Ive never looked at things this way.

For graphics quality, I personally am of the opinion that it fits the game but if you want to talk about it more you can contact the artist. For pixel perfectness it is definitely ugly in the last scene but I made that level design decision on the last day when I made that last puzzle level so we didnt have much time to make a dofferent graphic for a bigger switch.

Now, I am not familiar with sixth Nielsen heuristic but I can understand what you mean from context: I felt the same way when playtesting on the last day but some things were simply more urgent to fix and I never ended up talking about it with the artist.

I didn't notice the crappy movement because I was used to it until I saw people playtest it and complain, but that was after submission... It's my fault for using GetAxisRaw()...

Im glad you like the two music tracks. The playing randomness was done on purpose, under request of the artist that didnt want the music to be too important during levels and instead be kind of like Minecraft music (pccasionally playing). The effect would probably be more present if there were more levels, more tracks, and actual fade outs at the end of the tracks (and maybe fade ins).

Shame it didn't make it to your hall of fame, but Im glad you liked it anyways, and that you spent time writing this. Thanks a bunch! I have a long list of games to rate but Il going to add yours to it.

Brilliant response. I've linked you a short article about the heuristics in the previous response. It's usually applied to software outside of games, but it's a great short few commandments to go by when it comes to usability. Just give it a read, and remember it when you design interactions.

As for the smug humour, I may have come across as meaning to say that your game does it constantly. That's not the case. It's somewhat present. And I believe I mentioned that your character (the AI that is), grows over time. In the simplest of terms, the issue is this. Permanently sarcastic characters are very popular nowadays. I'm not sure why. They are frequently irritating. This tends to lead to a cast made primarily of smart-arses. This happens in films, sit coms, and games as well, by osmosis. I'm not a guy that digs narratives very much in general, so take this feedback with a pinch of salt, but, whenever I write characters, I like to give them distinct personality traits. I then observe if the traits are matched as I write their lines. Sarcasm is a very cheap and easy to reach form of comedy. I suspect this is why it's as popular as it is. Having every character sound the same is the issue. Now, in the environment of your game's this cannot happen. You only have one character. But every time your character behaves like Glados would, it's very in your face. Glados is in fact a great example of a character that the world loves, and I find rather irritating. Another excellent example of this phenomenon is the whole cast in Borderlands 2 (2 specifically).

I can bang on about this for a while, but I suspect you understand exactly what I mean. So... :)

Yeah I know what you mean. It was never a form of humor I found irritating but I see what you're getting at and I definitely agree with you. I dont make all my characters sarcastic but when it comes to narrator like entities (like L-13), I do tend to steer towards that direction which isnt best. And of course, considering the idea for this game was greatly inspired from portal, it is true that I copy Glados' behavior here and there.  Im working on a bigger game where there'll be a lot lot more characters so that problem won't show up but yeah, I get you.