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"-The first station finishes straight away, you will see the water in the pot. The second station finishes when all ingredients are added. The third station is finished when there is "no yeast left". The fourth station is finished when it tells you to get a bottle."

anyway...

(+1)

Hmm yeah didn't see the last instructions. I'll give it another try later in the day, but genuinely did not know anything had happened. I thought I had  to turn on the station. Part of it is I can't see. I guess if you want constructive criticism it would be this:

Even though it's frustrating, I do think it's a principle of design to not try and blame the end user but also know that end users are dumb lol. I know I'm not the only person who's mentioned being confused. I've had the same frustrations watching people play my game, where I'm like "come on, it's so obvious", but I also know I've spent 100x more time with the game than they will, and so it's hard for me to understand what's obvious. I think if there was a like a water sound in this case, that would've been perfect to let me know something happened. I genuinely thought the pot was just sitting there and I had to activate the station, but had no idea how to do that. Hopefully you take this as constructive criticism, because I do really see potential in the game, it just needs some better feedback to be less confusing, especially because it is creative and not using obvious mechanics like a platformer would be.

hey bro.. appreciate you putting up with me lmao. I've just gone and made a video tutorial: 

It's my fault anyway, my instructions were so last minute. And the product is for the people who play it, not me, so whatever I do in my game needs to be enjoyable by the player. If I don't put good enough instructions in my game, and the player doesn't know what to do, and they can't have any fun? That's my fault.

I also just added those last instructions just then so yea dont stress