Thank you so much for your feedback! I had a feeling that we'd need to make the doors for the objectives more distinct- I actually had "Need to draw attention to the objective doors" as one of my tasks to work on next. The objectives are the newest element of the game so I was mostly focused on technical implementation (it's clear that I'm not a designer, haha). We'd love to hear any suggestions you have on what would have helped you know which door to go to. I'll also make sure our level designer puts the objective items in more sensical places than the randoms ones I put there for testing.
(I feel you on the dials minigame! I love it conceptually but I always just let that system get damaged lmao)




