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KelvinHM

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A member registered Jan 28, 2024 · View creator page →

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This reminds me of some old Flash games. I guess it's the simplicity of the design and gameplay, with that punishing difficulty that was usually seen in those games. Ah memories. The game is a simple yet fun one, though I guess with W always pressed, the game felt quite trivial in some levels. It's a shame that hard mode was not implemented, or I would be really curious what we have in store. My biggest complaint is that once you've died, you are directly teleported to the top without any previews, buffers or iframes, and such, it causes quite some cheap deaths where you are directly teleported onto a wall in a span of 20 seconds. Anyway, nice entry and I think you've done a great job making it! Well done!

This is really unique! Never thought I would see something like that, and this is probably what I am always looking for in a game jam. Well done! The gameplay is really interesting, chasing tornadoes for views is such a first-world YouTube thing, I can't help but have a giggle. This really matches perfectly with what the theme is going for. The graphics are really well done, the game just felt very polished. 

For some criticism, I think the main thing that hurts the game is that the car control felt a bit off. Driving doesn't have that in-control feel, and in a game where you are basically always driving, you should really iron that part out. The car also slides for some reason. I would also say that the window is just too small, and given that you need to look at how the wind is changing (and also the god damn fog), it was just too easy to lose sight of the tornado. It also makes people like me dizzy after a while of playing. 

Anyway, this is a really nice game in my opinion, it's a shame really, with just downloadable builds people just aren't going to play as much as web builds, consider aiming at web first and optimise everything around that, but I digress. You should all feel proud of yourself making this nice little game! Well done!

Finally got the biscuit! Got it at around 24 mins. Don't know what the number 1,444.227 means but hey here I am at the top! I am assuming you are going for some kind of rage game, so I won't complain about the difficulty, but some of the falls are really punishing indeed. Why are there indentations on the moving platform that you can't simply walk up? Why! XD The game is very fun, and it was hilarious when you see the player character ragdolls. The human platforms are a bit uncanny but still funny to look at.

Speaking of ragdolls, it got a bit annoying after a while when the hilarity was gone, and it got to a point where it felt like interrupting the otherwise nice and smooth flow of the game. The game also lacks shadow, which is one of the most useful tools you could get when playing 3d platformers. Also, please cap the fps please, my computer sounds like it was ready to take off after playing for a while.

Anyway, with all that said, this is still a nice entry and I had a lot of fun playing! Good job!

1.3 GB downloadable holy molly that's a chunky boi. The game looks awesome, with very pretty models and visual effects. Lighting is also top-notch! I guess that's why this is a download-only game instead of a web build, but I digress. The gameplay loop is actually quite simple, despite how I initially thought, but the simplicity is probably for the best for a jam game so I am not complaining. I really like how you added some difficulty (and horror) by turning off the lights and gravity. Kinda reminds me of Dead Space, but luckily, this is not a horror game. Thanks god.

For some criticism and suggestions, I think it would be nice to have something to indicate what can be looted and what can't. In the end screen, it said there are $6k worth of loot in the scene, but I don't think I can spot that much stuff in the scene. My guess was that there were some hidden small items that were worth a lot (found some crystal thingy that was worth $400, so there must be something more expensive), and it would be nice to have some indicator so that the loot won't blend in with the environment too much. I would suggest an outline when you are significantly near / pointing in the general direction? Secondly, I think running would be a good addition to the game, too. Why on earth are you still walking when you know the spaceship is near collapse? This would also speed up the pacing of the game and make it less boring when walking through the same corridor 6th times in a row.

Anyway, what an entry. I think you've done a nice job of making it! Keep up the good work!

This looks really nice! I love the art style a lot. The whole biscuit theming of the game looks really nice. The levels are also quite nicely done too! I had quite a lot of fun, but sadly couldn't get past the bees. It would be nice to have a way to at least stun them for a while. They are just so relentless and can really pin you down while you are trying to get away. The biscuit building mechanic is also quite a highlight in this game, and it's quite enjoyable for me to min-max how many tiles I need to cross a gap. It's a shame that it's currently a little bit buggy, and often it just builds a single tile despite dragging, wasting my precious biscuit resources.

Anyway, this is really good! Would love to see it get a bit more polished but it's already a really good game currently! Well done!

Nice idea of a game! I think archaeology in a game is rather unique, and you've really pulled this off nicely. The art is cute, the gameplay is really addictive and is actually quite difficult too! I've played for around 4-5 runs before getting a successful one, and I enjoyed every second of it! Even the upgrade system is really nice, with a reasonable downside to each of them. The signing UI is also a really nice touch.

The only criticism I can think of is that the artefact might spawn in really inconvenient places, such as directly in front of the drill or directly on the tile the worker is on, which, when a lot of them happened at the same time, felt a bit unfair and led to some quick game over. But anyway, this is a really well-made game and I think you've done a wonderful job!

It's quite an Interesting idea, I like that you played around with a horizontal maze game like this. It reminds me of some old gameboy games where you are basically running around the level going through doors, stairs and elevators. Tried medium difficulty, but unfortunately didn't reach the top floor in time. Stopped at a place where you are going up and down through some stairs only. Speaking of that, this brings to a good point that it would be a nice idea to know what floor you are on, so that it gives the player some urgency and a sense of progress. And something different on each floor would be nice too! Just something to distinguish the floors from each other. Also, some sounds such as office ambience would be nice too.

Anyway, good job in making this game. Keep up the good work!

Thank you for playing! Glad you enjoyed the game!

Thank you for playing! Yeah, it's basically making a wheel at this point, it would be nice if there's an alternative game mode where you try to make a different shape, hmmmmm... it might even work...... The wheel idea also sounds nice, wow, this is such a gold mine.

Thank you for playing! Hope you enjoyed the game! Different bite shapes sound a nice idea, let me mark that down!

Thank you for playing! Hope you still enjoyed the game! Hard mode is just another 9 different biscuits, shapes are similar, but with harder requirements. Yeah we need to work on the aiming a bit more, and hopefully it would be easier and more enjoyable!

Thank you for playing! Glad you enjoyed the game!

This is actually nice, it's another hidden gem in the jam, and it's sad to see not many people played this. The idea is quite unique, and although the "message" is slightly questionable (no, I don't care as long as the game is fun), the setting of the game really makes for an interesting dynamic and fun gameplay. The graphics look really nice, though I really doubt if the shader is ever needed in the first place, it seems like it should also look nice without it. Also, classical music in a jam? That's new XD

For some criticisms, I think the game is really short, and it's a bit too short. I've barely even started to understand the game and it's already ended. Consider adding a few more levels to the game. I also think the robot doesn't really seem damaged despite the damage indicator implies. It would be cool if the robot were physically disabled once a certain damage threshold is met. 

Anyway, this is a really well-made and polished game! Keep up the good work!

This is really nice and well-made! I personally don't really like luck-based games and gambling games (wtf am I joining this jam), but this game really caught my attention, and I think this is actually one of the better games I've played this jam! What a hidden gem this is. It matches the risk theme perfectly, and it's that kind of "salvageable" risk I liked. The game is basically a math game in disguise, where you are just calculating the way to victory. The graphics are also really appealing, and the sound design also felt good, though if there were ambient sounds, it would have been better. I still don't understand why there's even a negative multiplier coin, and most multiplier coins are really useless in later stages, but I really like the fact that each coin has different abilities. And to top all of that, the gimmicked coins mechanic is just perfect. Well done!

For some criticism, I think the game would really need a retry button, where it would be best to just reset if one's doing poorly in the first few levels. I need to F5 the page currently to do that, and it sucks. Also, a level count would be nice too. I would also hope the biscuits can do a bit more, though, as of right now re flipping is nice, but it would be way more cooler and tatical that you could do more manipulations with the biscuits you've earned.

Anyway, this is probably one of my top picks in the jam. Try asking around more (or rate 4 rate, but I really dislike that) and try making the 20 ratings! Good luck!  

Can't believe you've tried to even do a multiplayer game this heavy in a 7-day jam. What were you guys thinking XD. A walking ship is really cool as a concept. It also looks nice seeing the legs of the ship move when you are controlling the ship. The gameplay is super complex, which is nice for a multiplayer game like this, but it really needs a good tutorial and onboarding sequence to make the player remotely understand what is going on. I am not sure if this was a feature or not, but is shipbuilding a thing? I quite dislike the standard layout of the ship, with too many cannons in various directions to toggle through. The system felt like it was built with all kinds of layouts in mind but it's just the default one being plainly difficult to use.

Anyway, this seems to be the start of something that has potential, and I think you've done a nice job making it.

Thank you for playing! Hope you enjoyed the game!

Thank you for playing! Glad you enjoyed the game! We definitely need to speed up the score screen, and maybe implement a skip button too.

Thank you for playing! Glad you enjoyed the game! Level result screen speed up and level retry are probably the most requested features, and we totally agree with the frustration players might get. We will definitely try to find a way to deal with that.

Thank you for playing! This is a really high score and goes way into the hard mode than I expected, wow.

And thank you for the detailed comments too! There are quite a lot of nice suggestions that would be really beneficial to the game, and would probably do them in a post-jam update. Especially the biscuit collection screen, it sounds really great! Yeah and bugs too Hard mode missing the indicator in level 4 is definitely a bug, but a no-indicator extra mode seems really tempting too... hmm

Thank you again for your comments, and we are really happy that you had a good time playing the game!

This is really well done! It's basically a nice Enter the Gungeon done in just 7 days! The controls and gameplay are exactly that, which I am not going to complain. The graphics (especially) the biscuit player character and the weapons are really well made! I also think that you've got the time and effort to make 9 different weapons and a boss, which is really impressive. The heat meter is a nice addition as well, where, although it doesn't make that much of a difference, it's cool to be at the edge of dying yet being super powerful. Got that red tearstone ring vibe to that, and I really like that.

For some minor criticisms, I think the room layout is a bit detrimental to the game, as with the amount of enemy projectile spam, the narrow corridors, which the current map mainly consists of, make the game really frustrating to play, as it will be just flooded with bullets, making it a waiting game. It also makes the melee weapons virtually useless. I think having larger and more spacious rooms would be far better as an alternative. Another thing is that the collision is a bit strange, where it felt like bullets are not connecting reliably. The upper part of the wall also had a collision for some reason.

Anyway, I think this is still a very nice entry! Well done!

So, this is just Captain America in the Middle Ages right. This is a really well-done platformer! I like it a lot! The pixel art looks nice, the 8-bit music sounds great, and the whole package feels coherent and well-designed! The gameplay is also a blast. I originally thought it was too difficult, until I found out that I could recall the shield in the first place. I don't think it's possible for me to clear the latter half of the game without the recall ability though. The level design is also well thought-out and well-made, though a bit harsh in some areas, but all of them are beatable. I think the explosion animation and its hurt boxes are the worst part in the game, that a lot of time it felt unnecessarily long, and causes a bunch of deaths due to misjudging the duration of the hurtboxes. I would also say some animations, especially the shield animation lack an impact, which I think with some visual flare, camera shaking, etc would make the whole action bit feel much more lively. But these are just nitpicks anyway.

The game is super well done, and I think you all did a fantastic job making it! Well done!

P.S. Finally beating the game in 4 minutes after a lot of tries, but there you go

Okay, so this is just WarioWare. Well done on making so many minigames in such a short jam time! I like most of it. The art style, though simplistic, is still very adorable and good-looking.  The pacing is super nice, which really captures what the WarioWare series has going for. Each game is also unique enough that they don't feel repetitive at all. I would say some games need a bit more work to make them more fair, namely the lion one and the haircut one. These two, especially at a quicker pace, felt almost impossible to beat without super precise positioning and luck. 

Anyway, this is certainly a nice entry, and I think you've done a good job making it! Keep up the good work!

Strange and psychedelic art style, a bit unusual, but it's quite attractive in some strange, grotesque way, The gameplay reminds me of the level in Celeste where the hotel manager is constantly chasing you, which even here is quite fun. I think the platforming controls are a bit floaty yet stiff, and it felt really heavy that the player character jumps so lot that it doesn't seem to match his/her movement speed. I quite like the enemies in the game, but it would be better if there were some indication of what bad things they would do if they catch you. It felt like I got hit a lot, but doesn't seem to do anything, yet one of them just instakills you and sends you back to the beginning.

Anyway, I still like this game a bunch and it's already a feat making this game. Keep up the good work!

This is a strange concept for a game, and I think I quite like it. I still don't understand why the player character thought betting body parts would be a good idea, but I digress. The whole premise of each body part having different effects and punishments is really nice. Also, it's nice to see each insect (spider is not an insect) has its own attack pattern, and that really brings up the variety in the gameplay. I also like the art a lot, which has that cartoonish cruelty charm to it. Music is also fitting, and generally, the game is quite polished. Nice job.

A minor nitpick from me is that, although there are many options and effects, which is well and good, all options are thrown there right at the beginning. From the player's standpoint, there is just too much stuff to read and understand in order to play the game. It would be way better if there were some sort of onboarding to the game that explains the mechanics (and a few introductory organs) in a digestible manner. Another nitpick is that once the fight button is pressed, there is absolutely no way the player can influence the battle. At least give us a way to fast-forward the battle, or ideally, some small stuff that can be done to make passing that time a bit more enjoyable. I once locked in a battle where both of the insects were attacking much but were constantly healing, resulting in a long and drawn-out battle that took at least 5 minutes.

Anyway, with all that said, this is still a very solid entry! Well done!

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This is really a shame, I wanted more. The artwork is nice, I don't know you could make broccoli cute, such as Broccolina, but here she is. The music is also nice, a simple yet effective music for a rhythm game. I love rhythm games, so this is right up my alley. The beats feel nice with a slight off, but it's alright considering this is a jam. The hold beat is strange, where the sound effect started as a 16th note late, felt intentional though. My main criticism is that the game is just too short. It ended while I was starting to have fun, which, as I've said, is such a shame. Anyway, making rhythm games is really hard, so I'd say this already is quite nice for a jam. Well done!

Tried twice but still got a single miss with 2440 scores at the end. Pretty decent eh?

This is a fun adventure game. I think the graphics, although still charming, really do the game a disservice, and I think it's actually a really fun and enjoyable game. I like the two-part puzzles you need to solve. It's quite easy but still a nice system. I especially like the later levels that you need to constantly switch between the two robots. It's super tense but very satisfying to pull off. The ending is also funny as heck, and I really had some giggles.

For some criticisms, I think the level puzzle felt a bit out of place, and since you don't know which one is working and which one isn't, it's just blindly pulling the levels, and something will eventually happen. That doesn't fell good for a puzzle game. The red cross on the enemies are also quite small and hard to press (or maybe I am playing via Snail Race's small broswer), which is a bit annoying for one of the battles.

Anyway, this is quite a hidden gem of a game. Well done!

I am putting this down the line many times, and finally played it! Don't know what to say, good job! It's super hilarious and funny that you could play other games in the jam while you are playing this game. Pure sorcery as it's finest. It makes a lot of sense if you think about how slow moves and waiting for them to complete a race really requires some distraction, and playing jam games fits that perfectly. That makes the game really hard to rate though. Do I remove the experience of playing other games and solely rate on your game? But then that's the point of playing other games, right? (I even completed another game ready to rate + played my game for a while) Going back to Snail Race, I really like the graphics. The different types of snails are super cute and charming. It's super polished with stuff like, Why do you even have email as a tab that does nothing, and fill them to the brim with articles? That's the level of polish I like a lot. It also pains me to say this, but without background music is actually a benefit for once, where other games usually have their background music, you could just hijack their background music and call it a day XD

There isn't much to nitpick. The only one I could think of is that buying snails is kinda worthless after a while, when you can train up your snail instead. The newly bought snail would never be as good as a trained one, so it just kinda wastes money in my opinion.

Anyway as usual, this is some remarkable stuff you did there. Well done!

The game really looks nice. This music is super good, and the gameplay is quite nicely designed too! Going down and down into the abyss really builds up the anxiety, the map is also increasingly harder the further you go, which, combined it's really matches the deep sea theme you are going for. Nicely done!

For some nitpicks I think the game is a bit slow at the moment when it comes to game progression. It felt like each upgrade took a really long time to do, and pairing with the fact that it's perma-death makes re-running very frustrating. A strange thing I noticed about your game is that, for some reason, the whole screen (even the itch page) blinks randomly once you travel downwards. Not sure if that's intended but it worries me if it's breaking the browser.

Anyway, this is a really nice entry. Well done!

This is just gorgeous. I've been in a few jams that you guys are also in, and your games are just seriously nice and well done! The graphics are really beautiful and consistent, the music is nice and matching, the gameplay is rather unique too! Throwing bals (?) to catch ghosts and make them do forced labour is just the most hilarious thing I can even imagine. The game is super polished, even down to the UIs as well. Don't know how you managed within this short timeframe, but you did it regardless. Well done!

A minor criticism of mine would be the controls, that throwing by the opposite direction felt a bit strange, and messed up a bit of the pacing of the game. I would also like a way to cancel my throw, as sometimes the ghost just goes elsewhere and you are still forced to throw, and risk breaking something in the room.

Anyway, this is really well done! Good job!

It's been a while since I've played a delivery game, and this really recalls memories of those old flash games. I hold those games with high regard, and this game makes me feel the same. I like the simplicity of the gameplay loop, running around and delivering bakeries within a time limit. The controls are a bit janky, but I think that's the point, and it's certainly fun to drive around the map like an uncontrollable bull crashing into every car possible. The map is also quite nicely designed, and I can't praise enough the importance of memorable and diverse map features, which help the player to quickly identify locations and find their way. Nice job!

For some criticism, I think there should be a better and more noticeable way to see your delivery target (building, old man etc.). The current system, with just text on top of the target location, often goes out if the visible screen and confuses me about where I should even deliver. I am picturing something like a green area outline, like what crazy taxi had, and that should convey the message well. I would also think that the remaining time starts even before the player has returned to the bakery felt a bit unfair, as it was usually the case where a distant target had almost used up their delivery time even before I got to see it. 

Anyway, this is quite a nice little game! Keep up the good work!

This is a nice entry! I originally thought this was going to be a sports game, but it turns out to be a WarioWare-esque minigame game! Can't say I am not surprised. I really like the hand-drawn art style, and the characters are all very cute and lovely. The minigames were nicely done, and I love the fact that you can mix and match them to gain a higher score! The game is generally really enjoyable, and I had fun until the end of the game. The main issue I am having is that the four original opponents felt like padding, and I would prefer the game start with the "masters" instead. Or you can have all characters teach one new trick, and that would be perfect. But I guess there are time concerns so that's that...

For some other criticism and suggestions, I think the animation played after the inputs is a bit long, and it gets repetitive halfway through the game. It would be best if the animations were played during the input instead of after them. I would also suggest showing how many points each trick provides clearly in the trick selection menu (something like +30 when you are hovering above a trick). Currently, it's a blind click spam and see which combination has the best points, and that felt awful. Speaking of the trick selection menu, it would also be nice to have the selected tricks highlighted if selected. It's quite hard to quickly determine which tricks are selected just by the text alone.

Anyway, this is suprisingly a very solid and fun game! Well done!

This is a nice one for sure! I am quite surprised that you interpreted the theme to be a stealth game, and I'd say that makes me happy. Not every game should be a gamble game, you know. Anyway, for a 2D horizontal stealth game, this is not bad at all, with all of the stealth game staples such as cupboard and stone, there is also the double jump too! The gameplay feels much dynamic than your typical hide and move type games. Well done! I would really want to finish your game, but got softlocked on a room I've accidentally backtracked, and was locked in a perpetual "You've been detected" page :( Sad.

So from a limited playthrough, I think the main criticism I can think of is that the wall climb is a but hard to pull off, and some jumps are pretty precise given how the controls currently are. But other than that, this is quite a nice entry! Good job and keep up the good work!

Thank you for playing! Hope you enjoyed the game! We might need to double check if the foreground blocks any critical elements... hmmm. Thanks for letting us know!

Thank you for playing! Hope you enjoyed the game!

This is quite a simple and easy to understand game, it's quite fun too. Love the artwork, the pixel art is really charming and joyful. The music is also nice. Is the music speeding up while you're playing? At least it felt like it. The gameplay is a standard collect dropping item game, and it's quite well make. The dash ability and the different cookies add quite a bit of variety and certainly improve the game a lot. Nice job! I've played to around 141 points, sadly, can't make it onto the leaderboard though.

For some criticism, I'd say during the late game, getting hit once means half your health is gone, thanks to you can't even move until the iframes are gone. That felt a bit unfair ngl. I would also suggest putting in the item effect description in the game itself, not just on the itch page. That way players who don't read the jam page still get an idea what is what, and make the overall experience a smoother one.

Anyway, good job on making this game. Keep up the good work!

Played for a while now. Originally was putting this off as long as possible, given how complicated the help page is. And after I started, I still needed a round or two to really understand what was even going on. The gameplay is very unique. It's really well designed and I don't think I've seen anything like that before. I do like how you can basically manipulate luck with the tarot cards you've got. The five seal buffer is also a great choice that allows more options with the risk of killing the board, and that's really nice.

But I think the luck factor in this game is still quite high (I hated luck games btw, so take that with a grain of salt), where, although the two coins really remedy luck a bit and allow strategic plays, a stroke of bad luck would still ruin the playthrough. I got 6 consecutive 1s in a row till the point where I think the game may be broken. Each seal also seems to have a large value that even matches bosses in some cases, where I am doubting if it's even possible. (Though seeing the highscores, it may be just me being bad in luck games) Speaking of broken, there are quite a few game-breaking bugs that hinder the whole experience. For a start the if the boss breaks the board, no more bosses will spawn, and the boss counter will always stay at 0. The game also won't reset after game over, and retries are always needed.

Anyway, nice and solid entry this is! Well done!

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THIS IS SOOOOO GOOD! If this were longer and more expanded, I would definitely buy it on Steam, no question asked. Not sure if this is the end, but I think I've got 509? This is a strange number. But regardless, I have a lot of fun. This felt like a love child by The Witness and Antichamber, it's so minimalist, yet the buzz wire game mechanics fit so well with the style. The game is quite polished too, with well-designed puzzles and small details such as the "buzz" sound and the burnt marks. Just perfect.

There are just a few nitpicks I could think of. The first one is that there is just no background sound in the game. I think you don't need some full-on music, but at least some ambient sound would do. I would also say the white puzzles are a bit harsh on the eye, and making them nearly invisible is just evil. As for some quality of life stuff, I think the game would benefit from some slow/precise movement mode. Something like a slow mouse moving mode when pressing shift or whatever. This wouldn't break the difficulty, but just ease the jittery of some mouse inputs.

Anyway, this is probably the best game I've played this jam. Well done!

I love this hand-drawn art style of the game, it looks so adorable! Not too sure about the gameplay, currently it feels too luck-based and a bit bare boned. It's basically boiled down to what the dice numbers are and what card you've got. I think the game would be a lot better if there were more choices and options to play around with, just to increase the mechanical depth of the game. On top of my head, one suggestion would be multiple stats like attack, defence, avoidance etc, and multiple cards to choose from. Systems like these would surely encourage more tactical decisions to be made, and thus more fun!

Anyway, I see the effort in making this game, and it's already a feat to complete the game in the first place! Keep uip the good work and continue making games!

First of all, the character designs are gorgeous! Love how 2200 and 0 looked and all of the artworks are brilliant. The lazy sofa one is probably the best, but I also like the gun point one. Music is also great, and it complements the game well. The story is really nice, and there's a huge amount of dialogue too! I never expected how the game would suddenly turn into a Phoenix Wright game, where you present evidence to rebut 0's claims. Kind of unique in the jam if you ask me. It may be me not paying too much attention, but the choices were quite hard, and it took me a while to get it right. For some unknown reason, the first choice took me the longest to solve, which is a bit strange. 

For a nitpick, I would say it would be nicer if there were a prompt to move on to the next room, as for my playthrough in the fourth gun room, I went straight to the bed first, and missed the dialogue about the fish tank. This would probably happen for the other rooms as well if I examine the gun first, and that would definitely break the game, where the player doesn't even have enough information to beat the game.

Anyway, I think this is a really nice game! Well done!

First of all, the character designs are gorgeous! Love how 2200 and 0 looked and all of the artworks are brilliant. The lazy sofa one is probably the best, but I also like the gun point one. Music is also great, and it complements the game well. The story is really nice, and there's a huge amount of dialogue too! I never expected how the game would suddenly turn into a Phoenix Wright game, where you present evidence to rebut 0's claims. Kind of unique in the jam if you ask me. It may be me not paying too much attention, but the choices were quite hard, and it took me a while to get it right. For some unknown reason, the first choice took me the longest to solve, which is a bit strange. 

For a nitpick, I would say it would be nicer if there were a prompt to move on to the next room, as for my playthrough in the fourth gun room, I went straight to the bed first, and missed the dialogue about the fish tank. This would probably happen for the other rooms as well if I examine the gun first, and that would definitely break the game, where the player doesn't even have enough information to beat the game.

Anyway, I think this is a really nice game! Well done!