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I appreciate the follow up! And for the record, I have absolutely no issue with the criticism :) I am genuinely happy to hear what players struggled with, or suggestions for improvements. And a number of things you brought up (shelving from the other side, or showing UI interaction prompts for example) were things I questioned during development, we just simply didn't have time to play around with some ideas or make adjustments.

I personally disagree with your complaint about movement speed, in my opinion that's where the challenge comes from as you get to later days. Customers are all unique characters with individually set stats. And we only have 4 customer "stats" to work with, so naturally when trying to present a variety of customers and introduce some difficulty scale, some are going to be faster than the player. We tried to balance customers with higher speeds so they also have lower min/max shelf visits (what leads to them mixing up shelves before going to the register), and made customers with higher combined stats not show up until later days.

For sure, the game would be easier if the player was faster than all of the customers, but I don't personally think it would be more fun. 
It's in no way supposed to be a "rage game", but it is supposed to be a bit of a challenge to make it the full 10 days. If everyone beat it on their first try, I would personally want to increase the difficulty. Again, just my opinion, but I think you should have to learn better strategies, and improve how you do some things before "mastering" a game (of this genre).
Just for a bit of perspective on that side of things, it is actually quite easy to not bump into customers, once you know to be careful in front of the return box, the paths customers move along, and that you can use the indents in the decor shelves on the left to avoid traffic.


All that said, I have no issue hearing that you had difficulty running into customers, or that you have other suggestions to make. I was simply sharing that I find it "wildly critical" that you would submit a game that is incredibly unfinished, with the same team size, state that you didn't have time to get further than you did, and then post a comment that included nothing but critiques of our submission.

Again critiques are fine, and even encouraged. But given the experience that you clearly had with your submission for the jam, I just find it odd that at no point did you say anything along the lines of a compliment, beyond "There’s a theory there" (which I guess is almost a compliment lol). You didn't comment on any aspects of it that were polished, that you felt were well done, or even acknowledge that we were able to put together a fully working game loop.

You are of course entitled to your opinion, and have the right to share it, and conduct yourself however you choose. But I find it interesting that you would point out so many pieces of constructive criticism, and failed to mention a single positive about the submission. 

But genuinely, you do you, the world’s your oyster, be free! <3