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(2 edits)

Thanks for such detailed feedback! Regarding your suggestions:

  • Will take a look at sliding 
  • Will adjust typewriter effect 
  • Not sure how to improve this yet, but will try to improve this aspect. Unfortunately I do think being close and looking at least somewhat in the direction of the target will remain, as I need to ensure you can select between objects if they happen to be very close to each other.
  • For carrying will consider this, although i need to ensure that the object remains physical during entire drag state
  • Room 11: adding a countdown to the door is genius, and I have no idea why I haven't thought of that before. Also so fitting with the theme :)
  • Room 14: will check, although some of these puzzles have multiple solutions. EDIT: nah, you're right, that's a cheese right there...
  • Regarding difficulty, I'm still trying to work out teaching these mechanics, and the bulk of it comes to levels 10-12. 
  • Room 18: yeah this is known issue. I made the player teleport mechanic, but still hasn't figured out a counter mechanic to control it... So that puzzle has an unfortunate circumstance of being possible to solve it only for 5 seconds