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The graphics are simplistic, but that's not a problem, they are functional. Although the "Last Item" box really should say nothing when it's displaying an item, it's messy to have the item overlapping. From what I played, the story seems rather ambitious emotionally in scope, and I don't think it works, because instead of seeing drama, I'm seeing an author going "look how dramatic this is."

The problem is the puzzles, though. I gave up pretty quickly, and by the way, if you're going to have an "easy" and "difficult" mode, you should really say somewhere what that means. Easier/harder puzzles? Timers? Action sequences? More/less hinting? But that's not the issue. The issue is that the puzzles seem to be quite firmly "read the author's mind", and the author seems to have mistaken that for difficulty. I brute forced the first puzzle (finding the locker), selected the open to break the locker open (and having read the hint for this one in the hints and tips thread in the AGS forum, I just have to say, no. Just no. It's not good), and then had to find the author's intended correct three words out of a handful.

It's enough to tell me what kind of experience this is going to be, if this is the author's idea of puzzle design.

It feels like there's a story here to be told. I did particularly like the whole fox thing at the beginning, and with the numbers. That was pretty nice, and it shows me that the author does have a story they want to tell, and they want it to be told a certain way. That I do like. That I like a lot. But not with puzzles like these.