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A good idea that has a bit of trouble communicating itself. The writing was solid, the characters simple and distinct enough to be easy to tell apart, and the scenarios were imaginative and fun. That said, it was often hard to tell what to do.  The game is sorely missing clear interact prompts and the challenges often lack a sense of escalation to let you know you're making progress. While I get that the idea is to build a feeling of helplessness this leaves  the difference between 'moan' and 'moan target' completely opaque. Maybe this could be fixed by having a communicative 'moan' prompt and an interact prompt like 'rub'? Both would still heighten the sense of being unable to properly use objects, but it would add some interaction complexity, which would also let the hints be cleare about what to do (since you could distinguish between 'attempting to talk' and 'pressing up against something').

The blindfold challenge was definitely the clearest one, the chemicals one the least (though I actually had more trouble with the running since the directions were hard to conceptualise as running a circuit when  they kept changing and I must have seen the 'one more lap' 10 times and still have no idea what the difference between my first and final time was). Maybe if the challenges worked more like the blindfold one and each introduced a simple command like 'RUN' there would be more sense of progress? I'd also recommend dropping the 'one hint is a lie' in its current state since it's often not clear what the hints are indicating. Instead you could use the hints to give two halves of the prompt.

Again though, very cute writing, just needs some refinement clarity wise. I'm thinking the escape game Lia's Rebellion might be a solid parallel.