A neat little game. I think the UI is great, very easy to read. The artwork is also good, with the princess being easy enough to remember, but with enough details that you likely will trip up on remembering some parts. I think the game could maybe do with having either a few more "spooky" alts to the princess, that or implementing a tweak to the RNG to guarantee those alts to show up more often the farther into the shift the player goes. The game over jumpscare is fine, though (spoilers, encoded in rot13) ||vg'f whfg gur fcbbxl vzntr fubja ba gur fgber cntr sbyybjrq ol gur grkg "tnzr bire" fb vg'f abguvat fcrpgnphyne.|| My only major complaint (in terms of gameplay) is that the game is just slow enough to be notable and possibly annoying. I'd particularly point to the animation of rejecting an animatronic, as I think it could have been sped up just a tad. A minor complaint by my standards. What is more pressing is that, as far as I can tell, there's a bug in the Windows version of the game (might be on the other versions, but I use a Windows device, so I can't fact-check this). After completing the shift, if you try to play again, you can only go through one anamatronic before the game gives the "you survived your shift" message and boots you to the title screen. It does resolve after opening and closing the game again, but I still think I should point this out. Overall, not a bad first outing from the dev, only a few rough edges to smooth out, really. I could easily see this being expanded into something beyond the GameJam build.
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Hi there! Thanks very much for the detailed feedback; I appreciate it and it's super-helpful. On the bug you found, I think I know what's causing it, and while I'll have to wait until the jam is over to update the files, I will definitely fix that in a future version once I've done a bit more digging into the code to figure out exactly what's going on. I agree with your suggestions for how the game could be improved. Some of the things you mentioned are issues that I would have definitely handled differently if I hadn't had to scale things down to get the game finished on time. I would prefer for there to be multiple different jumpscares, other types of scary elements, more interesting RNG, various random events, etc. I also want to tweak the pacing in various ways. My plan, as of now, is to begin work on an expanded version of the game that builds a fuller experience around what could currently be considered a demo or proof-of-concept. That will allow me to expand upon what works in this version and refactor what doesn't.
Thanks again!