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Thank u :)

The first two rooms are actually scripted to be possible, and the third to be impossible (the third one being the room where you learn how to use a specific item)
In every room, you can see what the numbers in it are by looking at your crystal ball. The number '1' in the first room is scripted to always say that itself is a number that you don't see in your crystal ball. Since this is a lie, you can guess it's the number '1'... (For example, you see '1' and '8' in your crystal ball, and one of the cages says "I'm the number 6". This is a lie since there is no number 6 on the level)

But yeah, by trying to explain it, it sounded a bit tricky, maybe I should have made the first room easier, or given more information in the tutorial :0

And about impossible rooms later in the game, I also added items to prevent these from being to annoying to deal with. But since the number of impossible rooms you get on a playthrough is random, the game lacks a bit of balancing. It could clearly be something good to work on to improve the game.

Thanks again for the nice and informative comment ^^

(+1)

If it was scripted to be possible, there must've been a bug. The first room I got was with 1 and 7 in the crystal ball, A:"The cage to my right is 1", B:"I am 7". This works both with B as 7 or B as 1. 

I think if you want to expand the game, you should probably get rid of the impossible rooms entirely. I completely understand the limitations of the jam, and I understand how complicated it is to do that logic, so I'm not holding any of this against the game. It was still a very fun concept and great art style that reminds me a lot of Die in the Dungeon!

(+1)

Yeah, it's a pretty good idea and that's actually what I wanted to do in the first place, but since I didn't know how much time it would take me, it was a lot faster to generate random rooms as you mentioned. I might expand it like that in the future though :>

Thanks again for your positive feedback, I haven't played Die in the Dungeon, but after searching images of the game, it surprisingly looks similar in some ways haha. I might go for this style again in future projects if it looks nice