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(+1)

It got quite tiring flipping from page to page and I would have liked a nicer interface! I understand the technological limitations of pico-8 and what you've done works, but it put a damper on my enjoyment later in the game.

The game was *AMAZING* though and I've never played anything like it. The dog's AI trying to figure out the code was really believable and I felt like I had just the right amount of control over the outcome - lots of tactics games have risk that boils down to % values, but for me, you managed to get away from that sort of cold numerical analysis really well. In many situations I'd cross my fingers and hope my dog "got" what I was trying to say which imo is truly an achievement, to deliver that kind of feeling/experience.

(+1)

Thank you for the long and helpful review!

I completely agree about the flipping part. It is my first game with such menu system and I underestimated the difficulty of a good UI. In fact the last panel (with the dog's knowledge) was a late addition. Until then, I didn't want the player to think that the dog tells them what to do (because that's other way around). But this recap was very much needed to play correctly. However, I think some players didn't understand it: they thought that what the dog says is a "challenge" to complete, unrelated to the previous choices of the player (and it makes the game quite dull).

I am really happy you liked the game so much! I think I will expand this idea further. The execution is far from perfect and I will iterate on it. The challenge is to avoid "cold numerical analysis", as you called it yourself: at some point the player won't enjoy crafting equation (like for the pirates or the frequency) anymore. But I'm sure there are plenty of ways to explore that idea :)