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(+1)

Hey it's Chris!
I read all the other comments, and I echo most of their feelings. I loved that the game captures a unique atmosphere of both eerie yet inviting for discovery--maybe because while I'm engaged with collecting, I'm not chased or under enemy pressure. It's definitely up my alley. 
Have you considered building on top of the explore -> collect -> distribute -> repeat loop? I know you wanted to wrap up the narrative in the short jam, but I feel like this is even more compelling as a bigger game, where I'm slowly introduced to the identity of Mammona, the trouble that I'm really in, and a secret ending where I can escape the Gold Master's grasp. Perhaps a knowledge-based game, similar to ones such as Outer Wilds or What Remains of Edith Finch. Anyways, an exceptional effort!

(+1)

Thank you so much for sharing your thoughts on our game! Before the final cuts due to the time limit, we really did consider bigger interactions with the world, and beggars were more prominent in the initial concept. We also thought about various different endings. We chose this one because lifting the curse seemed like a bad ending overall, since the main character is kind of a bad guy. :D