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It seems you know what you are doing! There are subtle details, like the passing of time, use of different colors and highlighting objects that make the experience more meaningless that merely walking by and hitting E.

The initial puzzle is easy to solve, and then it is followed by a greater one, so progression is there, which welcomes newcomers. A very interesting detail in this sense was to start with three horizontal scenes to immediately allow the player to go north as he solved the first puzzle.

Also, I found very interesting that the game status (including inventory objects, amount, hour, etc.) is all present at glance. As I say, you took care of smaller details and that makes your game greater.

If I could say something that I would change, I would make the music a bit less repetitive (it happened in my game as well, so I put an M key to switch music on/off). Also, in spite the pixel is very well cared, the viewport renders to a higher resolution than the arte, and this is noticeable; this would be great if you wanted to apply nowadays shaders on top of retro graphics, but if you want a real retro feeling, I would make it pixel perfect, so big pixels always match the grid of big pixels.

Best!

Ahh woah, that’s such good feedback, I’m super grateful for it and couldn’t agree more about the proposed changes, I really wish I put a mute button for the music completely slipped my mind.

Its my first pixel art game in unity so the resolution stuff is new, but I’ll defo be looking into making it pixel perfect post jam.

I’ll be sure to check your game as well, when I start playing through them all on the weekend

Thanks so much!