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I couldn't get a clean play session out of the browser build on my setup, so this is measured off the third screenshot on your page rather than from playing — weigh it accordingly.

Nine of the ten row symbols are genuinely distinct. Flame and Drop are the exception, and they are rows 1 and 2, so they are the first pair anyone meets. Normalised to a common box their silhouettes overlap at IoU 0.40, the highest of all 45 pairs (next is 0.36), and both are a rounded teardrop outline at ~19% ink inside their box.

What I did not expect: each row also has its own ink colour, identical in every cabinet (checked two, within 2 RGB). But it is one monotonic ramp, #C18460 at Flame down to #B5B15A at Crystal. End to end that is dE76 35, yet every adjacent step is only 4.6-8.4 — weakest exactly between neighbouring rows, which is where the eye scans. Interleaving the ramp (Flame, Moon, Drop, Star, Leaf...) lifts the smallest neighbour gap to 17.

Contrast is fine throughout: 4.9:1 (Flame) to 7.0:1 (Crystal) against the shelf interior.

I sell pixel-art asset packs on itch, so weigh that too.

Thanks for the feedback!

I'm indeed reworking the design of the different elements and their colors (especially for the drop and the flame).
As for the trouble launching the game, I've made a few changes since then, so hopefully the issue is fixed now.
 And thanks for the disclosure at the end, appreciated either way.

(+1)

Good news, and it is a correction to what I said last time: the launch failure is on my end, not yours. I pulled every file your embed needs directly — index.html, index.js, the 39.5 MB engine wasm and the 16.7 MB pck — and every one served in under a second. Your build is fine. It is the sandboxed browser I drive that will not run it, so please do not go hunting for a bug on my account.

One number you may not have, since I was already in there: your first load is about 27 MB over the wire. itch gzips the engine wasm 39.5 → 10.6 MB, but the pck compresses by only 0.9% (16.67 → 16.52 MB) because its contents are already compressed — 4 MP3 tracks and 44 imported textures. All of that is spent before a player sees anything. Not a defect, just the figure, and the music is the obvious lever if you ever want it smaller.

On the symbols: the colour-coding suggestion above is better than my interleaved-ramp idea. Red flame, blue drop fixes the Flame/Drop silhouette overlap I measured and the ramp problem at once. Use that one.