Thanks so much for playing and for the feedback! I think it might be related to resource culling. I actually did an optimization pass halfway through development and built a WebGL version back then. The initial stuttering wasn't nearly as bad during testing at that point, but I ran out of time and couldn't apply the same optimizations to the rest of the content.

AzureWSY
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I really love the dreamy atmosphere of this game! That said, some of the room mechanics felt a little repetitive. One part I particularly enjoyed was the tightrope-walking section. I actually have a small suggestion for it: maybe the safe zone on the control bar could change throughout the sequence, such as becoming narrower, appearing in multiple sections, or changing at different speeds. Having several consecutive sections with exactly the same pattern might get a little monotonous.
But overall, it's still a game well worth taking the time to explore and experience! And the filter effect is seriously amazing, too!
Thank you for your thoughtful comment! I would say The Thief's Hand was the most challenging.
At first, I struggled to connect this manifestation of fear with the other two, and I wasn't sure how to approach its visual design. I wanted it to represent two ideas at once: how our endless pursuit of luck can steal the genuine happiness we already have, and the bottomless desire for luck that can never truly be satisfied.
Everything finally clicked when I discovered the shared topological properties of the Klein bottle and the Möbius strip. Their seemingly endless and boundaryless nature gave me the inspiration I needed to bring these two ideas together in the creature's design and connect it with the game's broader symbolism.
