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The visual presentation is definitely that of someone who has made many games with an emphasis on UI design and layout. It's very neat and even has a sort of feng shui to it that I can wholeheartedly appreciate as someone who works on UI/UX professionally.

I can tell that a lot of work went into the story and the creative use of the theme. The muted jade color scheme also helps give everything a nice atmospheric chill.

Unfortunately, I think the beautiful presentation and complexity of the game also combined to make the opening feel a bit overwhelming. I'm always willing to put in some extra effort to give jam games a fair appraisal and honor the work of the developers, but I just couldn't get myself very far into this one.

There were a lot of unfamiliar elements introduced early on, and I wasn't sure how much of it I needed to understand or remember before moving forward. The different elements of the house all sounded potentially important, and once I got into the game itself, I immediately had this feeling of, "Oh man, this could end up being a lot of exploration and dialogue that I really need to pay attention to."

I'm admittedly not someone who gravitates toward dialogue-heavy games, so some of this is definitely personal preference. I think I would have had an easier time getting into it if the opening gave me a little less to digest at once and let me discover some of that complexity more gradually.

That doesn't make it a bad game by any means—it just didn't quite give me the hook I needed to push through that initial feeling of being overwhelmed. There's clearly a lot of care and effort here, and I can absolutely see this appealing more to someone who enjoys digging into story-heavy games and learning their systems.

Thank you so much for playing, and for such a thoughtful and honest review. Coming from someone who works in UI/UX, the note on the layout means a lot.

I really appreciate you pointing out the opening, and I think you're right that it asks for more attention up front than it needs to. 

For anyone reading this and wondering whether to try it: there's nothing to memorize, no puzzles, and no wrong way through the house. Nothing is tracked that you have to keep in your head. The game notices what you choose to feel and what you look away from, and the colour and sound shift with you. You can wander, follow whatever draws you, and let it wash over you.

That's a great note to carry into a post-jam version. Thanks again for giving it your time!

I feel bad for not giving your game as much attention as it deserves. If I can get my ADHD to calm down enough, I'll give it another go!

(+1)

You put your finger on exactly what I was going for: I wanted the opening to feel like too much, on purpose. This isn't a game you're meant to solve or track with your head. It's built to be felt rather than figured out, and that means I deliberately give the player no manual and no clear signal of what to remember. That's a real gamble with an audience that (very reasonably) wants a foothold before committing 30-60 minutes. I won't pretend that's an accident I can patch, but I take your read seriously and I'm genuinely grateful you gave it the time you did.