Thanks for the comments everyone.
@imphenzia Happy to see you were able to progress with the UI. In the post-jam version the "?" button contains some instructions on how the UI is expected to work, but it would definitely be better if I could describe this somehow visually--maybe the first word is auto-dragged by a robo mouse cursor. I'm definitely going for the old prompt aesthetic, but maybe it's to the point of being deceptive, lol.
Re: implementation, yeah I would totally recommend storing things like dialogue in a separate markup file rather than in code. Means that you don't have to recompile every time you want to fix a grammar mistake, and also potentially makes it easier for less technically inclined people to contribute (heck, if you wanted to you could probably make a GUI that understood the schema of my story file, kind of like Twine).
And to your latter point about holding interest, I feel the goal of a writer is to entice people that might not even be interested in the first place. This is the first story I think I've ever written (save for maybe middle school assignments :smile:) so I still room to grow when it comes to enticing the reader (and making the puzzles clear, as other people have remarked).
@secretpocketcat Yeah, while I'm happy to provide the source/story guide for the context of Ludum Dare, I definitely need to better balance difficulty and obtuseness in the future. While I think a bit of cryptic is a part of the charm of these kinds of games, obviously having people give and stop playing is not a great outcome (no one wants to be added to the [TV Tropes Moon Logic](https://tvtropes.org/pmwiki/pmwiki.php/Main/MoonLogicPuzzle) page).
Concerning lowercase, I personally like it aesthetically (it feels very modern and "internet") but I hadn't considered at all how it would affect readability, so duly noted.
And yeah, I've put my Switch on the shelf for the last two-three weeks and my only electronic entertainment has been Ludum Dare games lol. I'm definitely privileged to have gotten the amount of feedback I've gotten, so it's only fair I try and pay it forward. Plus to be perfectly honest, lots of Ludum Dare games can be fully experienced in less than five minutes, so it's not too hard :joy:.
@pequenodev Haha, I'm very happy to see people sticking with it. You can definitely beat it; heck, you're probably farther along than you think :wink:.