Thank you so much for playing the game. I really appreciate your feedback. It's one of those gems that makes game jams worth doing.
As for the tutorial, there's a golden principle: "Show, don't tell." One of the greatest examples of this is Half-Life 2. I also really like the point you made about showing the player what they shouldn't do, not just what they should do. We often understand light through darkness, right through wrong, and so on. That's a really good point.
As for the story, I'll be very honest: this was my first attempt at making a dialogue-based story. While I personally enjoyed it, I can absolutely see how it could become boring or frustrating for some players. That's actually why the skip button was one of my top priorities. I even extended the dialogue system just to add it. But hey, now I can clearly see where I went wrong and what I can improve to make the experience better next time.
As for the animations... guilty as charged. I've invested in a lot of tools, especially ones designed to enhance game feel, and I wanted to show everything I'd learned in this game. Looking back, I know it was a bit too much. Sometimes when you try to include everything, you end up diminishing the impact of each individual thing. Too many effects can take away from the beauty of having just one.
As for the number of steps and clicks required to perform actions, along with other UX-related issues, I agree with you there as well. Every jam, I tell myself that I need to dedicate time to player testing, because once you've spent enough time with your own game, you become too comfortable with it to notice its flaws. But then fast forward to the last half hour of the jam and it's usually, "Just submit the game and go to sleep." So I definitely need to find a better way around that.
Thank you so much for all your points. I genuinely appreciate comments like yours. They're exactly the kind of feedback that helps me improve and make better games in the future.


















