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Look.... this is an absolutely magical game. It's completely soporific .... except for one thing. Is there a reason why the mouse interface requires a depressed button to operate? There's nothing here which requires precise control.

Because the irony of people chancing injury to their hands and wrists as much in a game that's supposed to be soothing, as the repetitive motions of the actual action is not good. I don't blame the developers for this oversight. It's a lot of production in one impressive package. It is, however, completely dispiriting that the gaming community supposedly scrutinized this, and seemingly didn't bring it up. Routinely overlooking the simplest details for universal access. When there have been literal checklists for that since the web was in its infancy. Even this game, which doesn't even have difficulty levels. What good is a judging panel if they don't think about players? Ableism is not a great look with more gamers than ever, by proportion, having to deal with medical issues.

(+1)

Hi there,
Thanks for the suggestion, we don't often update our games post-jam, but I've made an exception in this case and added a no-hold mode so that people can enjoy the game without injury.

I appreciate the point you were trying to make, however it's important to understand that this was a game built on a very short timeline, we can't always accommodate everyone (though we try our best to make our games as accessible as we can). Additionally, the judging panel for Seattle Indies was comprised solely of people in the local development community volunteering their time, they are in no way meant to be authoritative in regards to players and I think it's a bit unfair to accuse them of ableism.

Again, we really do appreciate the suggestion and we'll do our best to consider issues like this for future projects!

what is a depressed button