@aweskybear Thank you friend for such a lovely review!! x3 I'm glad you managed to get through it despite struggling a little! I just wanna say from the beginning that it's absolutely fine and expected for players to be stumped at certain points, be it because they didn't pay enough attention to the dialogue, or because they don't have the necessary piece of information yet to progress with another character. That said, there are absolutely some problems of clarity in the writing and puzzle design that make it harder to progress that were not on purpose! I'll go over your points:
1. Zamora tells you many different times, but most of them are irrelevant and only one of them tells you when approximately the murder actually happened, so I think it's pretty clear that's what you need to present to Penny if you pay close attention :sweat_smile: Maybe, since this is right in the start of the game, you don't yet know how much lee-way the game gives you so using the incorrect pins might be frustrating, but this puzzle in particular there is no ambiguity what you need to present I think.
2. This is a legitimate problem of clarity I think. Most characters are very clear on what single line is most important, but since Bethany has the tendency to talk in circles around a subject, she spends quite some time to get to the point and it's less clear what single line is meant to be used. You're not the only friend I've seen have this problem with Bethany x)
3. This is both a problem of UX and pacing. I intended this line by Bethany to only appear after you already know you're looking for a "round sound" for Billy, but there aren't any artificial gates preventing you from finding this line before, so you might not make the connection immediately, and as you said, the Brickwall feature kind of implies that you're done with that character and you won't have to come back. This could be solved maybe with a single line of dialogue by Brennan, or by designing an easier puzzle at the start that makes use of a brickwalled character's pin, so that the player knows this is an option.
4. The fact that you can't bring up the purple monster holding a knife, especially after telling Richard about when Billy saw him crying, is pretty weird! Even though that line by itself isn't incriminating because Penny is just from the restaurant staff, you'd expect her to respond with something at least. Ideally, characters would have different lines for when you use a pin that's *not quite there* but in the right direction, instead of the generic "what are you talking about" response. This would serve as the in-universe hints system, encouraging you to try more pins to find more clues. (I would also do away with the lives system entirely)
5. An indicator that the pin has already been used would conflict with the fact that you can use a pin more than once! I originally wanted the pins to get deleted as soon as you used them correctly, but then I made one of Zamora's lines unlock two different puzzles. Perhaps getting rid of this feature and making each pin only unlock one puzzle would allow me to make that change.
6. Not being able to un-pin stuff when you're on a new cutscene is not a bug, but a hacky solution to something that was! Basically, if you used a pin while on a new cutscene, you would get the "what are you talking about" response and then get stuck, since the cutscene was never allowed to finish. So I just disabled the popups during them. I figures it was fine since you could still pin new stuff, but I totally didn't account for the situation where your inventory was full, my bad!
7. Like I said previously, instead of a hints system, I'd like to make it more in-universe by making the characters give you pointers when you use a pin that's *almost* right, serving as the hints!
Thank you so much for the compliments on the writing as well ^D^ Ever since making The Rock I've been reading and writing a lot more, so I guess it's just practice. This non-linear game was the toughest thing I ever wrote, and my friend helped with the dialogues as well!