Thanks for this, it's the clearest note on the writing I've had. You guessed right: a lot of it was written with AI help, and I say so on the page. The counting line is WREN keeping track of restores, and you're right that nothing sets that up, so I'll add more context at the start and go through the text for lines that only make sense if you already know the story.
Yokindo
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Thanks, this is the kind of feedback I wanted, and good to hear the lie on run 2 landed. The text size button doing nothing and the Show WREN list opening below the visible area are both real bugs, so I'll look into them. You're right that an ending reached without leaving the desk makes the rooms feel optional, and gating more endings on evidence is worth thinking about. I played DominOK too: tapping a blocked arrow gives no feedback at all, so I couldn't tell if I'd missed the tap or the arrow was stuck.
Thanks for going through the opening and for the notebook detail. You're right that the note keeps Maya's warning but loses what the update preserves, and having to go back to the email for it is a real problem, so I'll look into it. I played two of your three practice raids, and the result breakdown made it clear why each target fell. I did want another decision afterward, but both felt close to solved once I saw the guard counts.
Fair point on the fold, and I'll be straight about where it stands. 0.7.5 is live: after each WREN line there's now a boxed 'Your move' prompt with a Notebook button, and it says when more choices are below the list so you scroll. That fixes the missing prompt, not the drifting status line. The readout still scrolls off with the log, and that one is not fixed yet. My plan is to pin it outside the scrolling log so it stays put. When I ship it I'll tell you what worked. Still haven't tested a real phone either, so I'm counting that as unverified.
Thanks, this was really useful, and good to know who I was talking to. The missing prompt after the test output and the choices hiding below the fold are real problems on a phone, and I'm going to fix both. Same for the notebook and status scrolling away, I'll look at keeping them in view. Held up my end of the trade and played Torch. To me it reads as the point, not a bug: the line saying it only shows at the edge and goes if you aim at it tells you that, and watching it fade as the light centered on it was the best moment. The one thing I'd change is the "move the light" hint at the bottom, which is tiny and dim, I almost missed it. I only tried it with a mouse, so I can't say how it plays on a phone.
Thanks, that's fair about the first objective and an early hint that choices carry over. I'll look at both. To your question: partly, yes. What you find goes in the notebook, and showing WREN the right thing at the right time opens answers you can't get any other way, so it changes where a run can end up.
Played DronePixel. I jumped straight in without much setup, started gunning and running, and it felt good right away. The movement and shooting feel nice. I didn't dig into the cover and tide systems, so I can't speak to those, but the first-minute feel is solid. Fun game. If you get a minute, I'd love your honest take on mine too: https://yokindo.itch.io/rollback
Hi, I'm Yokindo, a solo dev. ROLLBACK is a short AI-horror mystery you play in the browser (phone or PC, free, no account): https://yokindo.itch.io/rollback
You are the dev lead at Larkspur Labs. The office AI, WREN, has locked every door. When you fail, it resets the night and only your notebook remembers. 8 endings, one of them true.
It is an alpha, and I do not want polite. Two questions: did the first minute make sense, and did you start a second run on your own? "This is boring" is a useful answer. I'm happy to play and comment on your game in return.
Disclosure: written and built with AI as a co-pilot, voices rendered with Kokoro.




