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So the only change I noticed being different between the two versions was that the marker was changed to a paintbrush (which is more intuitive at least). But I will say that I enjoyed these puzzles. There's not *that* many things for you to do, so it's not super difficult, but it does take 5-10 minutes to figure out. I still am not 100% sure what the messages on side 2 were trying to communicate (I mean I think its saying you can place stuff (the sack represents an item) on the webs, and that you need an empty hand to pick up an item), but I think, at least for me, that those cause more confusion than anything else because I still don't know what they really mean.

Minorest of improvements that I can think of -- when you pick up the calendar 6, you should be able to click the hook to hang the note on it -- instead you have to click on the circular region where the item is, and the hook is outside that region.

My brain says that it should be taking place on a die, so up and down should be valid directions to go instead of everything being on the left right plain, but I can understand the decision to not do that, if it could cause confusion in navigation.

But anyway, other than that, it's pretty standard escape the room stuff. It's small and enjoyable, feeling like a decently polished microgame. Not really too many complaints from me, because it's done well.

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Thank you for sharing your thoughts.

Being able to place the calendar page on the hook is actually included in the newer version.

The intent with the messages on the 2 wall was that you can use the spiderwebs for storing items, and that you can directly tamper with anything that doesn't have the metal circle with spikes.

Being able to go up and down was the initial intent, but playtesting quickly revealed that this is very disorienting and unintuitive, so after some thinking I settled for going left and right in numerical order.

Glad you enjoyed yourself despite these issues!

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So hanging on the hook is included, but only once you put it in the gnome's hands. And OK, I see what you mean now with the spikes -- it's telling you that you can't interact with the die or the eyes. It actually made me just think the eyes were evil and had claws or something probably. Obviously I'm just one player so if most players or even just some players get something out of those messages, it's worthwhile. But I think a better way to communicate what's interactable and what's not is with a cursor that changes when you hover over something interactable -- perhaps that solution doesn't work if you want to adapt it to a touchscreen platform though.

Oh, I see, I didn't think to include the same solution for when the fishing rod is just placed in a spiderweb. That is a definite oversight.

And you are correct that it would be best to make the cursor react to interactable objects; I actually intended to do that at first, but abandoned the idea due to time constraints and then forgot about it.

I'll see if I can put out a new version that fixes these issues. Thank you for pointing them out!