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(+1)

specs:
- mac mini m2, 32gb ram, 12 cores
- windows download, played via GameHub emulator

overall:
- beautiful visuals, atmosphere, and very creative use of 2/3D. well rounded with some minor visual/functional jank. would def continue/finish playing.

intro:
- the atmosphere and lore/story/worldbuilding were great, but despite it saying right click is the dialogue/text advance, the scroll button i accidentally hit immediately ended the intro. i appreciate the history factor to go back but this def needs a skip confirm and some tuning/re-factoring for the controls. even the actual FF button you know you're clicking on is instant-end w/o confirmation.

audio:
- LOVE the atmospheric ambience & the music. SFX could've been a bit more varied, only one i encountered was the menu click.

display/presentation:
- absolutely gorgeous artwork here. especially characters and setting, but the UI/menu/etc also deserves praise.

customization/accessibility:
- immediate huge plus here. a bunch of options for audio/visual/acessibility, how to play instructions with controls, settings
- mouse only interaction. makes sense for a visual novel, but since it uses a hyrbid control system i would def add the ability to nav with keyb as well.
- save system! big plus. esp auto save

gameplay:
- talking to sister clara crashed my window the first time, huge delay load second time i tried.
- some REALLY bad jank in the controls/visual load. i have a powerful computer but no matter what settings i was on, layers were constantly popping in and out. maybe due to the hybrid dimensional displays and FX and such, but it was really disruptive.
- interactivity with objects needs a little more scale and rendering/tuning. the backgrounds/environment were amazing but because everything is monochrome and there are no highlights on objects, i had no idea where i was supposed to go or what to do at points. i had to get basically on top of/inside of people/objects to get the E popup, and some things like the doors were not where they should've been (a building column was the "door" to )
- great systems in place: relationship, journal, schedule, map
- nice amount of interactivity in-world, where i could find it. a slight glow/highlight would be beneficial.

Thanks for your comments! Those techincal issues are news to us, maybe it's because of the emulator. We don't really have experience with graphics and renderer options so it's all on "default" (the default being my Windows 11 laptop with an RTX 4070 and my partner's semi-gamer Windows laptop), but we'll consider those issues for the next version (maybe including a Linux version since it's the OS I'm more familiar with after Windows). It's not really a graphics-intensive game so maybe there's an optimization issue in the depths of the code. The highlight is a good idea, and we already plan to improve navigation and make doors and paths more clear. The biggest offender there is the garden, but we didn't have time to handcraft the 3D models for it so we resorted to bought assets, that's why it's confusing to navigate. The other locations were modelled by hand tho, so they're easier to understand.