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Cool game, here are my thoughts:

The incremental genre is really oversaturated at the moment with games that don't innovate much, or at all, so it's nice to see what's being done here. The incremental part of the gameplay is fine, I do like that it's not run-based like others, and there's just enough variety with the upgrades and computer to keep it interesting. It getting monotonous seems to be the point, but I'd definitely take care to add more ways to keep it fresh. 

The exploration is definitely a highlight, it weaves well with the other half of the gameplay. I wasn't sure about the buying steps thing with the price scaling, but it didn't feel too restrictive. I was rather efficient with my steps though, I do worry that if too many are wasted it could make progress difficult, even if you can go back and upgrade. The fight sequences were fine, it was a fine shakeup for the gameplay, but they were identical, and I don't see how you could innovate much with the current system. I almost feel like a turn-based system would suit the strategic nature of the other gameplay better, but I did like the active feel of it. I am worried about missed rooms on floors, doors weren't hard to spot until the last floor. I'm not sure if progress for that is tracked by individual door, or simply binding discoverable locations to the order the rooms are found in, but it still feels possible to be set back by missing one.

The dialogue and worldbuilding need a bit of work. Gameplay is obviously the most important thing, but a little can go a long way here. Here's some basic story questions that could be answered: 

What's restricting me from moving in the halls as I please? Is returning once I am out of steps simply out of moral obligation? If so, why do I find it acceptable to fight the guards? Why am I allowed to buy steps in the first place? Why do the elevators only run between two floors apiece? Why are the guards always waiting inside them? Am I the only stamper, or are there others? What do the other departments do when they aren't helping me? What exactly is the currency I am generating?

There's the clear Severance inspiration, I wish this game did more to establish itself. The characters don't have enough dialogue to differentiate themselves, and they all sort of had the same personality, and not much else is established besides a vague dictator-like entity. Again, gameplay is always first, but just a bit more effort here would help a great deal.


Overall, not a bad title. I'll look forward to future development updates.

Wow thank you so much for your time and for all thise valuable feedback!

Regarding the fight sequences, I plan to add consumables you can use during them. (Like pepper spray to stun the guy, or first aid kit to heal yourself). However, I'm going to digest the demo's feedback and adjust my plans, and a turn-based system might actually be a better option