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The moment I first realized that drawing a "V" lets you teleport, I literally said "THAT'S SO COOL!" out loud.

I think there was some additional explanation about the mechanics or story at the bottom of the screen after that, but I didn't even read it. I was too busy teleporting between different rooms and just enjoying the experience! I also absolutely loved the way the word "no" appears on the screen. It's such a small detail, but it's incredibly satisfying aesthetically.

One thing that confused me was the pistol mechanic. When I had to create a gun, the gun that appeared looked very similar to the symbol I was supposed to draw. So I kept trying to draw it again and again, thinking I was doing something wrong. Eventually, I accidentally discovered that I needed to step on it instead.

Another confusing moment was when the fish symbol killed an enemy in one room but didn't work against the enemy with a gun. Later, I noticed that different enemies require different symbols, but apparently not all enemies follow this rule? That felt a bit inconsistent and confusing.

Also, some symbols were quite difficult to reproduce without stopping and really concentrating on drawing them correctly. This sometimes broke the flow of the game.

I eventually stopped playing after dying three times in the parking lot level. I couldn't quite figure out who was friendly and who was an enemy there. At some point, I got the impression that the characters who were supposed to be my allies were actually killing me.

Overall, I really enjoyed the game. The drawing and teleportation mechanics are fantastic. There were some confusing moments and a few things that interrupted the flow, but the core concept is so cool that I genuinely had a great time experimenting with it.

I think if you ever decide to make another game with this mechanic, it could work really well as an adventure game where you explore different locations and use this "magic" to solve puzzles, move objects around, activate mechanisms, and interact with the environment.

I vaguely remember something similar in the Harry Potter games from the early 2000s.

I feel like this mechanic also has so much potential beyond combat.