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I think the player can get stuck if you do this
I really wish you could walk through it instead

Well, actually, now that I think of it properly, it shouldn't be too hard to do this. Maybe not with the prompt for now, I can start by allowing two entities in the same cell (player and item). I'll see what I can do

btw, if you want me to test the game any time let me know.

Oh, thank you for the kind offer, I can certainly use it one day!

I think it would be more obvious if it said "uh oh, you misread something" because it's no longer a probability

My reasoning for not telling this directly was that the character can't tell whether they read the scroll properly or not. The game kinda says "well, shit happened - maybe cause you misread something, maybe cause it was just an ass scroll, who knows". Its the player who should conclude, based on the end result, if the action was a success. But I'll think more about this wording

so the hoarder will eventually be allowed to exist. I think this could change gameplay drastically, so it would be interesting to see the result

That's not 100% decided yet, only a possibility

Here are my outdated abandoned music playlists

Thanks for this, I only listened to a couple of tracks so far, but I like what I hear xD. My goal is to use the music composed specifically for the game in the final version, but to achieve that I have to make a lot of planning to give the composer clear requirements, which I struggle with as I'm not particularly versed in this field. So your playlists are a great sourse of inspiration!

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Great, best of luck in working on the game and I am glad you are looking into fixing the issues and taking the suggestions! The one about the failed scroll can also be solved if the game told you about how a scroll may not work if you misread it! Like a person or a book in a library, "make sure to read scrolls properly!" "careful reading random scroll you find lying around" maybe there are other paths you can take too, but you know if the character also doesn't know it shouldn't be called "scroll of regeneration" (unless the character is that stupid that they knowledge the title of the scroll and decided to ignore it, definetely a possibility). This could be more complicated though if the titles are adaptive, since it would at first say "scroll of death" and once the character reaches a higher intelligence stat after reading it would have to say "scroll of regeneration".

I just rambled off there into a train of thought :P I didn't mean it as a feature suggestion I guess but you can do that if you want to. I think scrolls work fine as they are now, even if it's not evident and I never found out on my own it's just another layer of difficulty and learning curve to the game, and like I said there's many different ways to communicate that better if you want to make it easier to understand

I am very glad the music serves as inspiration. I'll definetely post a song in the comments here if I feel like it clicked perfectly while I am playing.