that `cheese VS play it the fun way` player dilemma was obviously also an artistic intent supposed to fit into our main theme or something like that xd
MarkusSecundus
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Thanks :)
Honestly it's still really hard to grasp what the difficulty might seem to be for other people, given I left so many ways how to totally cheese through it xd (e.g. you can get unlimited healing by just spamming spells for some time, since the healing spell you'll eventually cast heals you just as it does the enemies lol )
Nah, I was just randomly going through the page and realised I didn't post here the very experimental hotseat build, that's been on github since october xD
But I'll most probably return to this as a base for my masters thesis, so you can expect some nontrivial update in maybe cca half a year. In any case, thanks for caring :)
Hint in case you struggle with the safe code: you get it by just subtracting two numbers which are written on page 3 (the one in the chest; room right next to the safe). From the contents of that page, it should hopefully be pretty obvious which two numbers.
Reply to this comment if you still want more hints.
Please don't post the exact number in comments and spoil the game for some unfortunate soul that happens to randomly glimpse over it
The first stage is so soul-crushingly tedious and boring (I had to retry like more than 10 times at least) - and I totally love that! It's just such a perfect example of procedural rhetorics in action - really makes you think about how lucky our ancestors in Proterozoic must had been :D
The contrast of the really easy 2nd stage probably theoretically makes sense (to show the player how huge the advantage of being the first actually was or something) and I must admit it feels quite rewarding, but still it somehow feels out of place and breaks the immersion for me. The victory cutscene is fun.
The visuals are nice but their placement apparently still needs some polish.
Overall a nice game that passes a message to the player in a really cool and unique way.









