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Real cute! Unfortunately I'm stuck at the part where the dog is looking at the hole in the brick wall, Scarlett freezes when I interact with the dog at that point. The mysterious dog leading you away from your ordinary world is great though, classic narrative device. It would also be cool to see more evidence of some need or desire that Scarlett has, like maybe she's in a monotonous routine and keeps seeing other people doing exciting things? Or a scene at the start where where she sees the dog but can't follow him because she has other responsibilities to attend to (refusal of the call).

What was your thought process behind the dog making Scarlett cry? I took it as Scarlett wanting to befriend the dog, and the dog rejecting her. I guess that means the dog isn't intentionally leading you somewhere?

I need to see what's in that dang building though!! XD

Ha-hey, no need to worry; I'm like 90% sure I busted the bug that freezes her completely at that part, so you should be able to go through the whole thing now!

The thing about her crying isn't her being upset that the dog wants to reject her constantly, actually; frustration and panic built up until she ended up having an auditory sensory overload, essentially.

Her response to the dog is making a lot more sense now having seen the ending, I really like it in retrospect! It depends how committed you are to naturalism, but it would be cool if you found a way to depict her sensory overload in such a way that the player is also experiencing what she's experiencing. Like a bright flash and a tinnitus noise or something?

I think you were successful with the anagnorisis, though I reckon the scene structure could be even more developed in your next version. Good job!

I, for one, love it when media does stuff like that. Of course, it would have to be executed at least a little carefully so that it's not too overwhelming.