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This is really good! To anyone else reading this, I'm going to spoil the game a bit so stop here.

I'm going to start with a few things that I think could be improved. First the level design (not asset design, that was incredible) could be improved a bit. There were a few times where the game was a bit too form over function and I would get stuck on something because I was distracted by something else in the background. Part of that is just me being dumb, but some of it is definitely a side effect of the design. For example, I spent way too long looking for the code to the computer (I thought it had something to do with the hooks, then the cabinets) before realizing that it was on a sticky note on the monitor, and the pixel shader was just making it difficult to read. The second main thing was that I couldn't really tell when I had successfully interacted with something or not. The player should get a different reaction from the game when successfully completing a task (like pushing a button or taking fish from the cabinet) versus mashing the E key near an intractable item that can't be used yet. It led to a few situations where I solved a puzzle, but thought I hadn't because I got the same amount of feedback as I did when I failed to do something.

I really hope that's useful for future projects.

The good parts of the game are just about everything else. This has insane visual quality and individuality just in general, let alone for a game made in a week. The story was surprisingly captivating given how short is was, and I've been left genuinely wondering what we were doing there, what the experiments were about, and what happened to the scientist. I really like the asset design, I'm jealous of the pixel shader (I've been trying to make something similar in Godot for a bit and just haven't cracked it yet), the hand drawn textures were incredible, and every angle of the game just screamed care and quality.

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Hiya. I'm one of the devs for Nell's Window. Glad you enjoyed it and thanks for the feedback! :D 

I made the pixel shader. Though for annoying URP-to-Web build reasons it wasn't on half the time during testing, hense why some things are difficult to read. As it was tested on builds without the shader.

Regardless, I'm happy to show you the shader graph I made, if it helps you out. (un)Fortunately Unity has a built in dither node which I'm not sure Godot has (I assume it's just a form of Ordered Dithering)? Which probably makes this look a little "step 2. Draw the rest of the owl":

There was also a feature to have a gradient colour mapping if we wanted to go full Return of the Obra Dinn on the art style. Though we never used it.

(I've been meaning to remake it in Godot as well lol)

Hope it helps!

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Even though Kat already replied, I just wanted to jump in here and genuinely thank you for the well thought out feedback! It means a lot! I laughed at the "mashing the E key" because I was doing the same thing before we even had the interaction label show up. lol An additional reaction through sound and visual is a great idea!