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Woof, this one's pretty tough. I love how many puzzles and inventory interactions you managed to squeeze into these nine rooms, and nothing's TOO obfuscated that the average adventure-goer can't riddle their way out. Making a game world where almost every character and object interaction feels meaningful and worth the player's time is very cool, like an escape room design but a much broader (9 rooms to be exact) scale. Nice one.

thanks! glad you liked it