Incredible graphics and stylization! Thank you for making Point & Click, I love them (and I also develop them)
It wasn't without the rough edges typical of Point & Click. In my opinion, the use of objects should be more obvious. For example, the placement of the ladder seems impossible to guess without pixel hunting. The hint about assembling the ladder itself is great, but where to place it? Of course, I immediately tried where the hint was. But if the location is different, it needs to be marked somehow visually or with additional identifiers, symbols, etc. Connecting the paper and the matchstick is also unintuitive; I had to look up the hint. In this case, I don't regret looking up the hint, because it was impossible to guess that the main character wanted to write SOS on the paper.
These are classic association problems in Point & Click, which lead to pixel hunting (sometimes called moon logic). I've analyzed many such games and noticed that, for example, in Rusty Lake, no matter how absurd the game is, the use of objects is always obvious, and the results can be insane.
I want to emphasize what I mean again: - key - lock (obvious association) - gear - mechanism (obvious association) - stairs - random wall (non-obvious association) - symbol code - symbols in a fire (direct, symbolic, obvious association) - burnt match - paper (non-obvious association)
By the way, associations made with the most basic things—symbols, shape, color—seem the purest to me, while the functional purpose of an object can be interpreted in different ways.
Please don't take this as criticism, but rather as food for thought. Excellent quest, I'd like to play the extended version. The puzzle with the fire and symbols is good and clear. And once again, I want to note the very cool visual design.