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Fantastic game! I love Sort the Court, and I always wished there were more games like it. That being said, you asked for suggestions, and I've got some things I'd like to see:

1. Skippable dialogue - This is the biggest one by far, as it makes playthroughs after the first a bit of a slog since you have to wait for the dialogue you've read a million times. If you're worried about people accidentally skipping stuff, just making it a menu toggle would be huge.

2. The Twins' Dialogue - I feel like this needs some tweaking, as a number of times one of them will say something  and then the other will say something and it's unclear which one you are saying yes and no to. 

3. Some fallback when you have large amounts of negative money - It's pretty easy to get sums of money like -1k, and there's kinda nothing to be done when you do as your dungeon slowly dies. Having either recovery events (that require sacrifice of course) or maybe something catastrophic that'll end the run immediately, as the current system is a little odd. 

Other than that it's a great start and I can't wait to see where it goes. Keep up the good work. <3

(+1)

Glad you enjoyed it and Thank you for taking the time to write a long suggestion!

I'll write my opinion on them, but naturally these are not final so they may change:
1. Maybe. Originally I decided not to add an option to instantly finish dialogs.

2. You always react to the first message, but I am still deciding whether or not it is wise to not let the player see what it was.
I want the player to fail and feel like they need to pay more attention, thinking that spam clicking is bad.
Failing can also create funny moments.

3. Yeah. I didn't wanted to add a way to recover from those cases, but a way to make the Dungeon fail quicker could be good.

(1 edit)

1. See I would normally agree with you, the only reason I don't in this case is because this is a game that wants to be replayed, and so having unskippable stuff makes that a slog. It's like unskippable cutscenes in games, I get the philosophical justification for them, but it murders replayability.

2. That's a good point. I like them as a "are you paying attention" tool, I just wasn't sure if that was intentional.

3. Fair enough, in that case I'd say it's only a pacing problem. Having something silly happen like the little banker guy come and forecloses on your dungeon when you get too deep in the hole would make for a better experience without taking away from the difficulty (imho).