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I played for about 1 hour and 40 minutes. Admittedly, this isn’t really my typical kind of game, so I’m sure some things took me longer than they would for someone more familiar with this style of exploration/puzzle game.

The atmosphere is definitely there. The environment, sound, and overall mood do a good job making the world feel unsettling and worth exploring.

A few things stood out to me mostly from a quality-of-life perspective. I initially felt like I wanted the camera zoomed in a little more because at the default distance I sometimes found smaller environmental details difficult to read. I went back and reread the description afterward and saw that F3 already lets you zoom in and out, so the functionality is there. I’d just make that option much more obvious to the player.

That’s probably the broader theme of my feedback. I tend to value quality-of-life pretty heavily in games. I don’t think the player should have to work very hard to figure out how to play the game. Ideally, their effort should be going toward actually playing it, understanding the world, and solving the intended challenges. Difficulty coming from a puzzle or mystery is interesting. Difficulty coming from not knowing a control exists, where information lives, or what the interface is trying to communicate tends to feel more like friction.

The dialogue pacing also felt a little slow for me. I know you can fast-forward the scrolling text, but even fast-forwarding still takes a while. If you’re attached to the typewriter/scroll effect, maybe the first input could speed it up and a second input could immediately reveal the entire line. That would preserve the presentation while letting faster readers move at their own pace.

I also want to reinforce some of the things other commenters have already mentioned because I ran into similar feelings rather than wanting to repeat them as completely separate issues. Knowing what actually advances the main story versus what is optional can get a little unclear, and once that happens exploration starts turning into repeatedly checking places you’ve already visited. I like having to figure things out, but there’s a point where I stop feeling like I’m solving a mystery and start wondering whether I simply missed an interaction or whether something changed somewhere I already searched.

Related to that, stronger navigation and information-management tools would help a lot. A clearer indication of where you currently are on the map, better differentiation of notes/documents, and some way of recognizing newly relevant information would reduce the amount of mental bookkeeping without necessarily making the puzzles easier.

Overall, though, the atmosphere and mystery were strong enough that I kept playing much longer than I initially expected. Most of my friction was less about the underlying concept or difficulty and more about readability, pacing, discoverability, and knowing where to direct my attention next.