VERY cute, VERY cozy... but I had a few moments where I was asking myself "is this game trolling me"? Because I think the item spawned in such a way that it made me take the LONGEST path possible to collect everything. If you make the wrong guess and start walking to the right (alllllllll the way to the princess statue... which is kind of a red herring because it never did anything) and the item isn't there... you have to walk ALLLLLL the way back to the left side. And unfortunately I made a few wrong guesses, so my player experience had multiple: "i made a bad 50/50 guess and now the game's wasting my time". Everything about this game's aesthetic and atmosphere was on point tho. Excellent graphics and colors, likeable characters, and cool CRT + weather effects and all that... but the gameplay undermined it a little bit for me.
A few suggestions: Have hints or clues where the items were lost so you get a good starting direction where to search. Even better-- Have breadcrumbs of clues from other characters so you're more engaged with the little world instead of just holding left or right until you spot the item. Have the objectives be a little more within reach instead of on opposite ends of the map too. It's been a while but I think the game Spiritfarer had some fetch quests that could be good design inspiration. And lastly, adding some extra movement mechanics, even just a run ability could solve a lot of my issues too cus at least the traversal would have been quick and a bit more fun to get from point A to point B!
Really nice presentation though and i loved how you described it like "how NES *felt* as a kid"
