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(+3)

The concept it's funny but  it's not solid, even for ac quick prototype , it's don't expose a gameplay.

If 3 woman or 3 man come in a row, you are guaranted to loss a life. You need a bag to avoid this, like the ones use in tetris, you create a fixed set of say 4 customers 3 and 3  of each and only regenrathe the bag when there is no more to pick, that with some aditional parameters, like "patient" "average" "impatient" to define how fast they var deplete should fix that issue, you could add something to refill a little their wait var.

The customer are hard to pick a few times i accidentally pick the worn one for the click detection, the room it's to small for the quantity of characthers on the screen at the same time.

And this is the main problem, that the player can move it's irrelevant as you simply move it next to the toilet paper to press 'E' when run out, the mix of keyboard and mouse don't work, either make it all be controlled by characther interaction(keyboard) or by the mouse(and left the keyboard to shortcuts to open menu). 

I get that the customers telling you there is no more toilet  paper it's to add a added challeg but is anulated by the controls. You could make some customers tell you in advance, maybe based in a personality factor, "quiet" ,"nice "rude",etc, in function of own much they wait these personalities tell you or give tips

these qualities as hiden parameters

PD: you left visible the debug on the path system