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Hey, it's *your* era, too! :)

A game with multiple paths through, depending on the choices you make, is interesting. As long as there are clues throughout the game, to hint at the choices, I don't see a problem with it.

My point is that his game isn't unwinnable... or shouldn't be with just a few tweaks... but it is a game where you can get to a stage where you can't get the best ending. I think that's fine, as long as each ending is equally as fleshed out and satisfying for the player... Pixelman may want to check that this is the case and expand the ending text if necessary.

The rock, crystal and pick-axe aren't red herrings. The crystal allows access to the maze (at least that was the intention, the fact it didn't when I played it was a bug). The rock allows you to get the pick-axe, and the pick-axe is the tool that triggers one of the bad endings. 

I'd say there just needs to be a little more sign-posting of the potential consequences of the player's actions, and a few tweaks to the puzzles to make sure there is always an ending available. It's definitely and interesting and ambitious game, given the Jam time-limit and framework. 

Oh, I wasn't aware of the purpose of the crystal. I could access the maze, so I didn't need it. Perhaps if the large rock was found before the crystal room and getting the crystal revealed an opening to the east to get to the maze, it would make more sense. If this has been fixed, then I must have played the earlier version.

"Hey, it's *your* era, too! :)"

Ha, ha! You're right, of course. But I was spoiled by the better games for the Atari 8-bit computers. These had a strong legacy from the Apple II and TRS-80 days, i.e. commercial American games. The home brew scene was nowhere near as strong over there as it was with the later Quilled and PAWed adventures for the Spectrum. I absolutely HATE that computer, but I love its adventures.