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nice. it's an interesting feeling being forced to spend so much time in a small space. you've built a really tactile and interesting little nook, and in combo with the really dim and limited lighting i found myself continually surprised by it -- it wasn't until about halfway through the game that i found the buddha statue, for instance (which was a very nice moment), and then shortly after that i found the small scarecrow. certain rock formations struck me differently at different moments (like there's one that really juts out high nearish the edge, and when i came upon once more after finally starting to properly map out the space in my head, it jarred with how i thought i understood the area). this is somewhat of a drumbeat for me haha, but so much of traditional level design logic seems to focus on how we can shepherd players to and from locales as rapidly and efficiently as possible. but i find it to be quite beautiful and enriching to stop and spend time in these places, have levels that stop and start in ways that force me to engage with them, or just generally have designs / spaces / experiences that are not afraid to present their own frictions, which have sharp edges, certainly, but give us something to latch onto and mull over.

i've not watched the movie so i think i missed a lot of the context / some resonance with the text, but apart from that it sets a nice tone; and it's refreshing and quite striking to play such a small game with voice acting (and incredibly good voice acting, at that)! beautiful little game :)

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Thank you for the comment:⁠-⁠)