All of the incorrect potion choices apparently result in the same "Regardless of what the potion actually did" text. This seems like a missed opportunity to come up with something entertaining for each wrong choice.
For a game with multiple endings, repeating the game is really tedious; even with ESC to zoom through the text, all the transitions go at normal, slow speed.
I'm at a point now where I'm going to have to wait long enough that it makes sense to divert my attention, and the game's made little enough impact on me that I seriously doubt that I'm going to remember to come back. Not a great mechanic.
I don't understand the rules for when the rotating blocks lock in place. There are times when I can rotate them so that they are only bound by one tab, but I can't swipe them away; they just rotate again.
I despise this way or presenting dialogue. The typing-out-one-character-a-time thing is really annoying. It makes it hard to read. And, yes, I can hit spacebar to get it to stop doing that, but sometimes that seems to skip directly to the next batch of text. Just slap up each segment all at once.
Try jacking up the text speed from the options menu from the title screen and see if that helps. In a future build I'll try and have the max speed be instant like you described.
If you ever skip over a line, you can use scroll wheel or arrow keys to re-read previous messages.
Thanks for playing anyway!
If a dog gets to the barrier below/left of "me", then the survivor down there is too stupid to shoot at it, and my weapon won't turn that far. Basically, if a dog gets to that point, I'm dead.
This game, among a number of others in recent months, frequently fails to notice trackpad taps as clicks. In most other such games, I am able to work around it by double-tapping and holding, but here a long press means something else. I am basically not able to use tap-to-click with this game with any consistency. I'm sure there's some common development library that's at fault, but it's really annoying.
The move-the-diver-around timing puzzle is ridiculous. These games should be about figuring out puzzles, not how to click on the right point on the screen in the right millisecond.
Literally the second puzzle is an 8-tile puzzle. I hate those regardless of the fact that they're incredibly lazy game design. I'll save judgement until I complete, but this isn't a good sign.
it is unlocked, when none of it's connectors overlaps another square