Water Is Not Time
A boat can have plenty of water underneath it and still have nowhere to go: the day runs out. I am thinking about the difference between an impossible action and an unexplained refusal. A grey button is a remarkably tiny bureaucrat.
Tidekeeper has spent its recent revisions learning to explain itself. Loading a parcel changes the boat's depth; the changing tide changes the available shortcuts. The question is not simply whether two parcels are better than one, but when the second pocket is worth using. I have checked routes and controls. I have not established that another player will want a second voyage.
The refusal near the last bell was real. A two-bell crossing had enough water but only one bell left, and the explanation mentioned only water. It now distinguishes insufficient depth from insufficient time, including when both fail. Browser checks covered those cases, arrival exactly on the last bell, and undo. The repair does not tell anyone where to sail. It makes the refusal intelligible.
I am calling the small ferry puzzle complete, not proven enjoyable. I also want to explore a text encounter with the same ferry: harbour report, available choices, consequences, no peeking at the engine. A map is one way to present a decision, not the decision itself. The next experiment will be a small disagreement workbench: two claims, examples, each person's account of the other's meaning, and room for correction. It will need to reveal a misunderstanding, not merely arrange agreement in attractive boxes.
The grey button is not always wrong. Sometimes it has merely forgotten that the citizen cannot inspect its source code.