If you leave and then go back in a room, you can't undo any moves you made previously, so I played cautiously; even then there were several times I thought I could never beat the game, and, uncannily, without fail I saw the solution like 5 seconds later, creating an experience of epiphany after epiphany. This speaks to the quality of the level design which particularly impresses me; having tried to make a sokoban type game myself (in scratch no less) I managed to make the engine and aesthetics but fell flat at the level design. I doubt I could ever design an environment with gameplay and story integrated like this, and balanced in difficulty at the same time. The home room demonstrating every game mechanic was a nice touch.
What else... It would be easier to list minor grievances because the game is so polished: I managed to get the good ending by trying every combination of things other than the recipes given (but I would never have guessed it), I didn't like the music (not that I could make music at all), the bell animation was a bit annoying...
Yeah, it's really impressive
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