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I really like this title conceptually! A sim game where you use collective action to drive away crappy corporations ruining the neighborhood is so up my alley!

It is a bit difficult to play though, which is understandable for such an experimental project. In the UI department, there are a few small nitpicks that I think could easily improve the game. When you double click an object such as a building or trash, you walk all the way over to it, and then have to wait until you're done walking before clicking it once more and then interacting with it. I think it would reduce friction a lot if that double click immediately opened the context menu once you reach your destination.

In terms of onboarding, I wasn't actually sure what type of game this was going into it, so it didn't become immediately clear to me what my goal was until I got to the second town. Once I finished the tutorial, I felt a little bit roadblocked as well. My protests weren't effective, and I couldn't figure out how to efficiently rally people before I ran out of energy. Running around picking up trash felt a bit sisyphean in the way I was doing a boring, degrading task in order to gain favour with the public, only to fail to meet the threshold for a protest and have them all turn on me when the sun goes down, only to start from square one again the next day. In a way, that is a bit of a realistic depiction of how these things can go, but as a sim game it's not exactly a pleasant experience, and for the brief time I played it I definitely didn't feel like I had the power to rally the people and make a change for the better in the community, which I assume is kinda the point of this title.

After three or four days of picking up trash and rallying citizens, I finally decided to give it a rest. Perhaps I am the problem, not dedicated enough to my community to keep on fighting even after these corporations stomped me down!

In terms of graphics, the map graphics all look very good, I like the use of a universal purple colour to denote buildings controlled by the corporations. I did find the coffee shop a bit of a pain to use, needing to click on this tiny little coffee mug that blends in with the rest of the artwork is definitely a strange choice. I also find the portrait faces to be a bit strange looking, they have a lot of smooth shading which lends a kind of uncanny feel. I almost want to say these faces would actually look really good in a jazzy impressionist kind of painting, but when they're juxtaposed with the sanitized and clean graphics everywhere else in the game, they look a lot less professional.

I like the music and sound design, it's all very chill as any game like this should be. Pretty much no notes in that department, good work!

This is a strong idea, and exactly the type of game that should be submitted to Feedback Quest. A lot of titles in this jam are a bit *too* polished to the level where it doesn't feel like they're really getting the most out of a playtest, but something experimental and a little jank like this is what I like to see, it really feels like you have a fresh new idea that can be moved in a good direction. I'm not the target demographic for this type of game (although I find it conceptually very appealing), so I don't know what it would take for something like this to catch my attention "in the wild", but I think some small design changes and maybe a little more direction for the player would improve this game tremendously. This is a very neat idea!

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Thank you for checking out the game and leaving an honest feedback!

You gave very fair points. Crowds leaving the player after sun-down was intentional and it can feel betraying if you have just used-up your Fame and they just left suddenly. I'll make sure to communicate it better next time. Maybe not making the gathered leave will be better, I'll try it out in the next prototype.

Oops, I didn't mean for players to think that picking up trash is the main way to gain Fame for Rallying up crowd. My intent is for gaining Fame is by picking up tokens that are generated by establishments. I will make sure to emphasize this more in the on-boarding for future builds.

I do agree that the cafe community screen artwork definitely need serious re-work :D Hopefully it conveyed enough idea visually that you players can improve the cafe as you interact more with it. But it seems the iteration doesn't have compelling reasons for players to visit yet, huh. Will design on it more. So thanks for your comment.

I truly appreciate your word of encouragement and hopefully the project would catch your attention some time in the future when it's in a better state!

Will check out your submission and comment in a bit!
Cheers!