Ok, let's see.
* Every start of the game, you have to go through the exposition text of the setting.
* New game, move to interact with the boxes, go to a different room. Ok?
* ESC opens the pause menu, but doesn't close it. Great design!!!!
/s
* Said room has no wall on the right, you can fall if you run towards it, despite it being a platform at the top
* Dying while in this room, or the next one, will get you stuck in a black screen. Time to hit ESC and... Why is this pause menu different? How the hell do you even manage to have 2 wholly different pause menus??
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* For some reason, the second Pause menu (possibly an earlier version) has a "Controls" option that shows what each key does. The current (covers the left and right parts of the screen) has nothing. Guess the controls!!! Great design!
/s
* One one occasion, I've managed to softlock the game by "talking" to one of the tutorial android girls while jumping or something. Had to use the Unstuck button
* Alright, let's head towards the "actual game". Hey, I can pause while interacting with the "Where to" menu! And I can click on one of the buttons while the pause menu is showing! Great design!
/s
* While talking to the yellow dog vendor, mousing over your empty inventory's first 4 squares will show the description of the items for sale. Oh, and no mention that you have to press ESC to quit this screen. Great design!
* Advance some more, get to a room where Fremy attacks you. Caught immediately, she fucks me (nice!), game BSOD my windows. Welp... I guess that's it for today.