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I think the word inventory is a great idea! I love that. Because you can design puzzles around which words the player will have access to at any given time, at it would be relatively simple to hold progression for the player until their vocabulary builds. I also don't think you would lose a sense of exploration and immersion. I would look to "The Witness" as a prime example of what looks to me like the game you are trying to build. The Witness is a puzzle game that reuses concepts and builds on them, and it is VERY immersive!


As for the Owl comment. Owl's don't mean anything in particular to Americans. Owls are owls. A horse, though, a horse means a lot to American culture. It is a cultural icon of transport, the old west, etc. We Americans cannot really see a horse and not think about cultural heritage. The same goes for Pandas in China, or Lions in Africa. So when I was looking around for owls in Insularum Raider, I wondered if Owls were chosen because they represent something to Latin speakers, or, primarily, the culture from which Latin originates! Does that makes sense?

I understand what you said about the owl. You're right: owls are icons in ancient culture. Look at the symbol of this book publisher:  Les Belles Lettres which publishes a lot of ancient authors!

The owl is a symbol of wisdom and a symbol of the goddess Athena. There is even a species of owl that still has Athena's name : Chevêche d'Athéna — Wikipédia (wikipedia.org).

Athena is very present on the islands of my game. All the women are her priestesses. The goal of the game, if you understood, is to find Athena's owls, dispersed by Athena's enemy, Poseidon, who unleashed a storm. The rivalry between Athena and Poseidon has been known since the Odyssey.

Thanks for the reference to The Witness. It's a game that has attracted me for a long time, and I bought it last week with the Humble bundle! I will try to play it soon, after my update for Wednesday.