A common problem with these is that the devs make a puzzle, and then afterwards make a hint to solve it. Because they already know the solution to the puzzle, working backwards, the hint makes perfect sense to them, but not to somebody who is working forwards.
In your game, all your hints are a part of the puzzle, fun and intuitive. Great job! looking forward to what you make next
I did in fact add hints at the end, it was a late decision. I made sure to test with hints in place and refine them to match the puzzles. I spent surprisingly much time rewriting most of the hints over and over until they stopped being confusing ^^
Uh, I don't know this because I set myself on fire or anything, but:
Careful with the burn effect of the fireball spell, you can burn yourself if you use it on an enemy that is too close to you.
For people stuck on the fog puzzle, make sure you're not trying to get through the fog too early in the game - if the character says "I need to find a way to orient myself," there are still notes to read, people to talk to, stuff to ste...take.
@PadAbum also has a good idea about pressing 2 for the sound description
This is a promising concept, and I think it could be a lot of fun.
Maybe some clearer instructions at the beginning? "Press X to advance the dialogue. Use the arrow keys to move." "I'll need to transform. Oh, if only appearing as Hyde didn't cause policemen to attack me!"
"Hurry up, guys! I know we've been walking across the battlefield for the duration of the fight, but we're almost there, to the enemy base! It'll all have been worth it and w-oh we won."
I did in fact add hints at the end, it was a late decision. I made sure to test with hints in place and refine them to match the puzzles. I spent surprisingly much time rewriting most of the hints over and over until they stopped being confusing ^^