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Honestly, this is brilliant! It’s easily the most inventive adventure concept I’ve seen in recent memory. I’m so glad I got to read through it, though it definitely makes me feel humbled by my own lack of creativity. Hats off to you.  

A couple of sparse feedbacks if you ever expand this (and I really hope you do, it deserves a expanded edition!): It’s Rubik, not Rubix (minor typo).  The blue squares feel a shortcut: given the page constraints, that makes sense, but having a bit more mechanical guidance on how to run them during play would be a huge help.

(+1)

Thanks for the thoughts. You are correct about blue. It was a solution on how to make a problem into a feature. Early on, I realized I could save both space on the map for vital information to go as well as create an unsettling mechanic if I didn't turn those into map sections, but doorways into the extradimensional space where the box is actually hidden. With more space, I would have created some custom elements to that space. As to Rubik, I don't have a good excuse for that one. As many passes to look for typos as I did, I should have caught it.