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(+1)

considering the comments/questions so far, i'm not exactly enthused about the optics behind the game, but it's free right now so the least i can do is give it the ol' college try.

i think you should probably unhide tessa's fate, and maybe make a blog post explaining your abandonment of the project and why. probly refund some folks too since they might have only invested expecting a copy of the game or a hand in it somehow.

if not that, maybe try looking into a PR consultation company, 'cause bad optics like that'll burn your game due to reputation before it ever gets a fair shake.

as someone with raging autism and ADHD, i know how hard it can be to commit to long term projects, or have any semblance of a routine or work under pressure/chaos. you might not have my trust, but you got my sympathy, or something like that, i dunno.

gave it a shot, not too bad. interesting to say the least.  i'm gonna try to channel my inner wannabe josh-dry-face here, but i am not trained in theatre or showbusiness so kinda gotta take it with a grain of salt

would recommend touching up the character models' feet, got the treeman scene and her blocky feet put me out of it. the scene was good, mind you.

show, don't tell. there's many cases where you use text to explain what's clearly visible in the cutscenes, or simply don't animated something and leave a loop running while you explain something.
feels awkward as an audience, i guess? maybe replacing the animation loops with a still splash art could alleviate some of the awkward.

daytime cycle should definitely be adjustable, and as a baseline,  much longer than it currently is.
might want to consider pausing day/night cycle during early stage tutorials, which i hear the best practice is to make the tutorial last, long after you've made the rest of the game.

case in point, it allows you to make decisions like disabling or pausing certain aspects of the game loop in a sandboxed zone that won't effect the rest of the game. that can allow you to teach a player at the players' own pace.

i get the vibe this is gonna be an RPG, so gear progression, skill trees, talents, character builds to plan, etc. that alone will probably resolve my issues with tree-cutting and crop tending taking too long and feeling too micro-managey.

games like stardew and sun haven fix this by offering better tools that can either work faster, or charge up to affect more crops, but i like "my time at sandrock's" method where you can switch into build mode, or planting mode, and toggle grid sizes for gardening abilities.

judging this game as itself, not tying it to the optics, it seems promising. love the lo-fi art style, reminiscent of valheim's design ethos. the top-down camera style similar to favorites like diablo, path of exile, baldur's gate, or V Rising, feels very interesting as a design choice. all in all, feels like a good foundation, wouldn't mind to see this one grow. best of luck to you

(+1)

Thank you for your comment. I will definitely consider how to address and correct the way the previous game project ended. Your suggestions are much appreciated.

Regarding your insights on the game's development, I will keep your feedback in mind moving forward. Thanks.