After playing the demo, I had a few suggestions: the game should be more intuitive, or at least the mission menu should offer hints for solving the puzzles. I also hope to see future voyeuristic scenes where Shelma overhears or is nearby while Dappy is being harassed or blackmailed—without actually seeing the other person—and vice versa.
Viewing post in Shelma Doo in Focker Island comments
Thanks for the feedback! About the hints — in the quest log, clicking a quest shows a hint. I made them vague on purpose so the player still feels like they solved it themselves. But some hints are placed on the map itself.
About Daffy — oh man, if you want voyeuristic moments, I've got something in mind. I don't wanna spoil it, but it's gonna be good. The player won't see it coming at first, but when they do — it'll hit hard.