
Your playtest feedback got read, circled in red, and acted on. Here's what's in the works:
Everything you can touch now looks touchable. Switches, pressure plates, binder springs, ink nodes, doors, marks, the inkwell, even the paper plane — all of it now wears a heavy dark outline, an accent color, and a soft glow, so puzzle pieces pop off the paper instead of hiding in it. And because "this responds to you" should never share a hue with "this kills you," the accent color has its own colorblind-friendly picker in Options, just like hazard ink.
The page calmed down. Those drifting background doodles kept getting mistaken for pickups and pointers. Over levels they're now smaller, fainter, slower, and they keep to the page margins where scribbles belong. The menu keeps its lively desk.
Wet ink stopped lying. The stretch of line right behind you was never solid, but it looked dry — so jumping on it taught exactly the wrong lesson. Now ink stays visibly wet until it's genuinely ground. While we were at it: the game finally says out loud that your line is solid — early pages now teach "draw an arc, land on your own stroke" instead of hoping you'd guess.
Par got kinder, twice. Hesitant, careful drawing was quietly costing up to 67% more ink than confident strokes — that's been softened, so struggling doesn't snowball. On top of that, every page in the game gets about 10% more par. Tight pages are survivable; gold still means what it meant. And if the well runs dry on you twice on one page, the game now points you to the bottomless-inkwell assist instead of letting you grind.
Less clutter. The control reminder strip at the bottom of every level is gone — controls live in the early-game tutor notes, the pause menu, and How to Play. The old "Button wiggle" option is now honestly named "Ambient motion."
Keep the feedback coming — it's working.