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There's always a lot of cutting corners going on, and I actually like the approach of showing animations, keeping the technicalities hidden from the player (like real foxes). I think mine have died from hunger 😅, but now I know I shouldn't be petting during daytime...

Oh, one last remark, I thought there was a bit of a disconnect between "the neighbours are playing bad music" and giving the toy to the fox, I deduced from the context it's what I should do, as the other cause and cures are pretty logical, but this one actually had me petting instead of giving the toy.

I just thought (but I don't think you guys will rework the spaghetti to make this possible) what could make this game's shop loop more engaging is to have actual upgrades. A litter box where the turds could go, for example, or increasing food quality by buying a better kitchen or so... Would make it more strategic instead of purely reactionary, if that makes sense.

Anyway, looking forward to the next game you'll make!

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True about the cutting corners but I really struggled towards the end with my God class. To be honest, I wasn't sure how to go about structuring a simulation game and decided to just implement as much as I can and not worry about the structure. We're compiling a list of jam lessons so your feedback is really appreciated :)

I agree on the inconsistency with the bad music event. I think because we only playtested between the three of us, we didn't catch some of the less intuitive aspects of the game. One important lesson would be to get someone outside the project to playtest for our last minute tweaks.

I really like your upgrade ideas and that it's important to have strategic decision-making to empower the player. We'll keep all this in mind for our future projects :)