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(+1)

So, it’s an interesting idea.

There are a few issues, though:

1) The pickup point is really awkward. I often placed the item in the wrong spot, and missed even more times while standing right next to the object. It was pretty frustrating.

2) As time runs out, the dragon gets constantly agitated; it really sucks to die simply because there are no items left to bring him. And from what I gather, this happens no matter what.

3) It’s not entirely clear where to put the wrong items or where the "correct" zone is. I tried setting the wrong items aside—away from the dragon—about four times, but he’d smack me for it because it counted as an interaction. I only found out about the hole later; before that, I thought it was just a weird-looking wall.

On the plus side:

The game is quite addictive, with pleasant visuals and music/sound effects that fit the atmosphere perfectly.

Good job.

(+1)

Hi, thanks for the feedback! I’m glad you enjoyed it even through it’s faults! Few questions answers:

1, Pickup is indeed a bit janky, I left it in as a callback for old janky controls of games, learned my lesson the hard way.

2, You cannot die to not being able to bring the dragon no items. It only gets agitated if you misplaced an item (good into hole, bad to him), or if items pile up without sorting after a certain number. Items you do not get an answer for from the dragon are not placed correctly, which probably happened to you. Will try to figure out a way to signal this better

3, The inside menu rules state that you have to throw the items into the hole. To me there is no real other option other than the hole looking thing. How would you advise signaling it better, as someone who struggled with it? Would love to fix it, but not sure how, so if you have any ideas I’m open for it!

Thanks for the reply!

That’s exactly what I thought—that the high difficulty was intentional, designed to capture the atmosphere of old-school games. In any case, the game turned out great!