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Thank you for playtesting the game micatrix !
And thank you for your wise advice.
Inventory: I think the inventory management is a bit annoying (I have to remember where I left an item) and a useless complication. There are few items in the game, I think an inventory system like that from point and click games should be more suited.
There is indeed a hint of Point&Click in this game! My first intent was to make a Point&Click game with Zelda's control but now that you mention it, I would have been more inspired to make a Zelda game with the controls of a Point&Click. For inventory management, for the combat system... it would actually simplify everything!
I like the teleport mechanics (the idea you teleport an entire area and not just the main character) but it needs more explanation. I think you can create more puzzles based on the teleport and the mask.
Cool! There are actually other puzzles with the Mask and the Teleport Stone, since they must be combined to obtain certain ends. But somehow, they don't look like proper puzzles... I don't know why. I can't make the player want to finish the game an other way than saving the Prince. The first puzzles were designed to teach the player how to use objects... But they became the core gameplay somehow. Maybe the multiple endings system is too obscure and the earlier puzzles too difficult and strange? The all "making variation on the classical scheme Hero-save-Princess" stuff seems to fall apart with the actual design.
Summing up, this is my opinion about the direction the game should take:
A more linear point and click game with a unique and clear goal (free the king's son after overcoming the dragon and the visir) and lot of puzzles based on spells (like the teleport and the disguise). Maybe the main character could be a magician.
Thanks again for all the valuable feedback! Profound changes seem necessary. It helps me see them more clearly!