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Guys will live in an apartment like this and not see any issues

Neat little focus on narrative, as someone working a 9-5 instead spending time on any of their projects or studies, the themes here hit very close to home.

I think the main problem I have is there isn't necessarily much friction sitting between me and the best options available - working on one's self improvement has a lot of internal/emotional hurdles that aren't necessarily just about pressing F on the running shoes by the door, but here there wasn't really much stopping me from just interacting with everything in the room, or just picking the options I know are the healthiest, and accumulating all the "life improvement points". Perhaps if I had the option to sit at the TV and not do much else, or if the door was much closer to the spawn point than the guitar and shoes, there'd be a little more resistance from me (I was getting a little bored from the slow walking speed, and I think that could absolutely be leaned into here. If that was intentional, it's great, I just think it could be emphasised more). I think there's already some element of that friction with the smoker being closer to my desk than the boss, as well as needing to physically chase down the pink lady, and I think just doing more of that would sell this game's point harder.

Also, the itch.io page says "I tried", but I think the scribbly, "boring" artstyle is cohesive enough to function as intended, and it works well here in tandem with the story you're trying to. I think if you ever want to continue this game while keeping the themes intact, I'd keep using this artstyle. I think you've got a strong concept here, and could probably sell it hard with a few more scenes, and a little more time (As is the case for all jam games).

Wow, thanks for the detailed feedback! I will definitely  consider that part about friction in the future, didn't really consider that, thanks!