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Yo dawg i heard you like grandfather clocks so i put a body that has a forest inside it with a box inside the forest that the box has inside it an egg XD
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Hint: when placing ice/fire candles, forget about them going in circle, set them in the right order like you see them, from left to right.
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Man, I don't think I'll ever fully grasp Eastern Philosophy... I did look up what "Samsara" means by the way. Good game otherwise. I like how you used the same summoning circle to become different creatures. It's good for objects to have more than one use. 4/5
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Is there some hidden meaning behind the regular and the fish room being the only rooms that are able to open portals with the items?
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As soon as a drew the key, crumpled the paper, opened it, and found the real key in there, I was like "This is gonna be good."
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The game doesn't seem to work, I get the hint "It's Twenty past Six" but when I set the clock to that it still refuses to open
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It's so strange. I'm not a fan of the 'escape the room' style games mostly because of the frankly stupid logic they follow. This, however, is the exception. It's simple and, while there is technically quite a few items to use and find, the items are either useful in either a single instance or they have a clear, universal use. I found the music to be peaceful, the pace to be welcoming, and the surreal feeling to complement the game's themes as a whole. For me, the fact I managed to escape without a walkthrough and without major stress was quite nice. It has a strange logic unto itself, but the game doesn't pressure you into escaping quickly and I really appreciate it. A speedrun is completely possible, but I feel the developer didn't include achievements past beating the game because it wasn't about how quickly and efficiently you could escape, but rather about the journey instead. What an enjoyable and well made game.
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In the beginning when I found the paper you can crumple up on top of the dresser I thought of using the pencil on it. Then I drew a key; then I crumpled it up; then I uncrumpled it; then the key was real......... -.- OK, given the situation, I'm just going to take it and proceed; like Verudux says in the game Sonny {Paladin: "You must be my backup" Verudux "Just shut up and nod Sonny, just shut up and nod".}
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The time at the very end (8:20) is the one part that I felt a bit annoyed by. Nothing suggested that particular time and I was just lucky enough to find it through fumbling.
Apart from that dissatisfying element, I enjoyed the game and the concept.
The room is one life...
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I won't lie, I am not a fan of this game. I played it for the daily challenge, and always try to give a game a fair shake. My issue isn't with the idea of the game, reincarnation, enlightenment etc. but in it's execution. It could have been done in many different ways and in this game it seems a bit too abstract for my tastes. I could have seen the themes in a much more solid way if instead of using seemingly any old thing to change the world into something random, you could have pulled in the stages or grief or made a statement about denial. I didn't feel like I was being enlightened but just kinda strung alone through a quirky adventure. Overall I felt underwhelmed and even a bit annoyed, there is a lot of potential here but I don't think it was really well put together. But I have to commend anyone willing to try and work with big ideas in their games, so keep it up!
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And I don't find it disturbing in any way that when I light 5 candles and put stuff in the middle that I turn into it. No problem at all ...