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Thank you so much! I’m really happy you played my game and gave me this feedback!

  • The chests and keys are intentionally invisible until you get close. I’ve thought about making discovered chests stay visible, or showing their direction, but since chests aren’t the main objective, I made them a little mean. :)
  • The “sickle” is actually a shovel! You can use it to make holes in walls.

I’m also still struggling with how “unfriendly” an old-school game should be. Modern players might move on if they don’t get some fun in 10 seconds. It’s difficult!

Thanks again, and let’s both keep making games!
(+1)

The issue I had with the chest was it already became visible to me, but then became invisible later as I followed the path to it. My guess is you placed a tile radius check, but I would suggest to turn it off once the player has discovered by being close enough to it.

In my opinion, it was not just "dopamine rush" and getting "fun" within 10 seconds, but the game currently doesnt have any clear objective for players to work towards. For example, a maze can have an exit but for some reason is locked at the beginning. Then players will be curious of how to get the door to open then will naturally start roaming around the maze.