I finally finished this game! It was great :) I enjoyed it a lot and it reminded me of the old adventure games (in particular, the universe brought me back memories of King's Quest VI). The quality is good enough to pay for the game. Now here's a more detailed feedback from a gamedev's point of view (for possible improvements):
[SPOILERS]
- More specific text with failed, but plausible actions could be great. For example: I tried to pick the floating bottle with the sabre and polearm (I didn't have the correct item). It would be great if the game acknowledges that this is viable, but finds an explanation of why this doesn't work. Same for grabbing the fruit with the same items. This could also be an opportunity to give the player more accurate information on what kind of item he has to use and makes him understand more why the item is stuck/unreachable. This would be a smart way to give hints.
- The background is sometimes tedious to examine. It is hard to understand what the game considers separate entities or just plain background. I know it's part of the game, but maybe hovering over the background could already give an info (highlighting or displaying the pointed entity's name). I ended up clicking the same background way too much and had to lose time to pass the generic text. I wouldn't have lost that much time if while hovering it still says "palace" or something. "use X on X" text could also be great. It would also help with all the hidden things (which are kinda lame if you're stuck because of them :) ). Also, the door on the right in the monastery could react to exams when it's closed.
- Remove the items that aren't needed anymore. Players will always appreciate when their inventory doesn't get filled with single-usage items and will be able to focus more on what's important. I know it is already implemented (hook or polearm), but some extra cleaning could help (e.g. "torn note" or scrolls)
- A "wait" button (forward 30min) could be easily implemented and would be great. In particular, if you want to be 30min later on the same spot, doing the whole "move + freeze time + come back" is tedious. Also, seeing the sky while the time passes seems like an essential mechanic to the game (forwarding 6h is too much to see how things change). By the way, the spell to pass time would be more useful if you could choose directly what hour of the day you want (by clicking on the watch for example). I don't think it would impact the gameplay in a negative way.
- Some things could be hinted a tiny bit more. Actually, I think all secret places (or their existence) should be mentioned somewhere (in a book or whatever). Also, maybe mention something about the glowing insects related to time.
- I found some spelling mistakes. I can't remember where exactly, but I swear I read "theives" (instead of thieves) and "tress" (instead of trees) and some more. Maybe double-check.
- I liked the idea of the procedural dungeon. However, I think the timer was a bit "off". The game didn't require to react quickly so far, so it was weird for me. I think it would have been more relevant to have a limited number of steps (or limited number of 30 in-game minutes). This way, you could add some interactions with the environment. Having to run through these corridors without being able to examine/use anything was kinda frustrating. All I did was just brainlessly use the "follow the wall" trick and quickly skipped the whole section, which I suppose required quite some time to implement.
- The game crashed when I used "open" on the torn note. Also got some "generic fail X", but I can't remember where.
All in all, this was a great game! I loved the idea of the use of time and I liked that you're guided by the scrolls. This magical universe is really immersing. If there are players reading me that are stuck, make sure to check for secret places everywhere (especially where you already collected items).