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(+1)

Hello! Welcome to Feedback Quest 8! My name's Hythrain, a co-host and one of the streamers for this event! This feedback is being written live as I stream your game! If you're interested in seeing my live reaction, let me know and I can send you a link to the VOD once it's posted to YouTube!

So my normal approach for any game in these events is simple: I get the game, make sure it's not a virus, then play it with as little information on how to play as possible. This way, I can judge how intuitively someone can figure out the game. Only if it's obvious that I need to read more will I do so. I note this so you can get a sense where some of these feedback comes from. In addition, I want to note that feedback and rating are different; don't use this feedback to gauge what I'll rate, nor should you view my rating as entirely indicative of my feedback.

Well, this was a surprisingly game. Honestly was having a lot of fun with it The artwork is really good and the music fits so well. Overall just a lot of fun.

The biggest issues I had while playing it was that there was nothing to tell me I needed  to click on Wallace when I started (where he tells me to get a waiter), so I spent a lot time just sitting and waiting for the day to end as I figured he'd tell me that at the end of the day. I also had this issue with the first monster attack, where I didn't know I was supposed to let the attack happen so I could proceed and instead repaired the door several times. It may be better to remove the option to repair the door until after the monsters break it down (maybe add it as something Wallace brings up to do when you return from Jericho? Or maybe he already does this and I missed it because I repaired the door immediately).

Overall a ton of fun. I'm going to play it more in my off time and will try and provide more feedback as I do!

(+1)

I've returned to give a bit more info from further playtesting.

First, I want to cover some bugs I've discovered. First, if you save while people are at their table but have not gotten their food yet (I think. It could be if they're eating already) and then load that save, the customers affected will suddenly get up and leave, giving you negative ratings. Also, if you save while a server is cleaning and then load that save, you'll lose the server. I also had one instance where a monster chose to attack and destroy a wall instead of going through the door despite the door both being open and being closer to where the monster came out.

With that said,  I now have a better idea of other aspects I feel should be tweaked.

First, I'd like to suggest that the starting position for the diner be one tile forward. The reason why is because it feels rough that if you try to do ANY sort of expansion of the kitchen (which is desperately needed), you'll open a second pathway. However, you can still expand the dining area down one tile without risk.

Another suggestion would be to slow down the rate that employees will start demanding significantly higher raises. So when you're starting off and hiring your first server, Jonas is the most obvious pick based on his skill level and current state of happiness. However, his starting rate causes him to lose 15% happiness per day a little more than a week after you start. Since this happens very shortly after he had a huge drop due to the monster attack, it means you have to jack his pay way up. By the time you reach the end of the demo, you're paying him nearly 50% more from where you started, which feels like a lot.

I'm also going to mimic the recommendation of another and to suggest reducing the starting amount of money.