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Thanks for playing! The days past the first day are bugged unfortunately and tasks don't spawn the way they're supposed. It's supposed to be fast and hectic but unfortunately it ends up being pretty slow. With the dialogue I didn't want it to pause time because I wanted to capture the feeling of being talked to by a customer or coworker when you really have something else to do. It's supposed to be a little frustrating because it can be very frustrating in real life haha, but as a consequence it does cause people to speed through the dialogue as fast as possible. Perhaps I should've made it pause time, but it's a trade-off. I agree that the days are too long too. I would definitely make some changes to that in hindsight.

In any case, thanks for playing and I'm glad you enjoyed your time with it!

(+1)

Yeah, it's a tough trade-off.
I understand your reasoning behind it. I think that artistic/design vision is the most important thing, so if you think that it's fair to sacrifice some quality of life feature to strenghten the narrative, then I think it's worth it and that's the way it should be.

Thanks for taking time to respond and explain this to me :)