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(+1)

This is a really fun concept! I enjoyed it and I'm looking forward to where it goes.

Some thoughts:

  • There are times I go to connect the power to something and then decide not to. Esc works to cancel, but a right click here feels natural and would be a nice little QOL improvement.
  • There are times when the game zooms in on a character or the family, and the rest of the house seems to still be progressing. Several times I saw unmet needs or things I needed to interact with and that was frustrating. The action seems like it should pause in this moment.
  • I was caught off guard by the first visiting pedestrian. I wasn't sure if it was part of the story or something I needed to interact with.
  • There are a few times when family members queue for appliances, and this felt frustrating as the second person was standing there with an orange 'need' icon that I couldn't resolve. It might be nice in these moments if there was a secondary icon showing they were waiting? Maybe some sort of different-colored mark? 
  • The double-clicking to establish a circuit feels weird as an interaction. It might be because I'm already clicking on the appliance. 
    • Is the second click supposed to be an "approve" step? Maybe filling the circle with an OK? or check mark might help make that action clearer?
  • I'm still a little unclear how "learning" works. When I interact with a device it seems to fill up a somewhat arbitrary amount. Does it fill better if a do a "perfect" on/off cycle? Is it just time spent on?
  • It might be nice if the hit area for an appliance was as big as the appliance itself. I kept missing the fridge especially.
  • I like some of the little story beats that were added.
  • It feels like the UI is a lot fuzzier since the UI/UX update? 
  • I'm confused by the teen. I got the light in the room to finally evolve to smart by brute forcing it. I was never sure what to do with the computer. It seemed like she was using it, but I never actually had a chance to turn it off and on. 
  • In the last version, the laundry appliances were used heavily. This time, they were one of the few things left standing that were almost never interacted with.
    • It might be nice if the assistant could mess with the house in such a way to force people to use appliances. Eg. if I made the house hot, it would force the family to interact with AC; if I did something to mess their clothes they'd need to do laundry.
    (+1)

    I really appreciate the detailed feedback! There are some excellent ideas in here I will implement very soon.

    • The house pausing on story beat camera actions is high priority on my list --expect this very soon.
    • The visiting pedestrian is a story beat I am still working out, I have some changes coming to most of the story to make it more coherent and flow with the game pace coming in my next series of polish updates.
    • The family member Queueing I have only really noticed for the shower. I will run some testing on this and see what I can find.
    • The double-click action for the circuits was originally you wire the receptacle first and then the receptacle to the device. I will likely change this to a single click action as you suggest as that would make more sense and be a better experience for the player.
    • Learning for most devices is based on call/serve counts. For example the Washer may say "Learn 0/2" which would mean you need to serve the washer when it is called twice to progress. The light fixtures are slightly different and learn based on "wanted" power time (wanted being someone is in the room and requires light). I will see if I can explain these mechanics more clearly through the UI to avoid confusion.
    • The Teen light and computer issues you mention are also actually part of the story beats. I am trying to make this clearer in future updates, but to quickly explain the teen is rebellious against the AI and insists on doing things herself (without your help). She turns the computer on and off by herself, she turns off the light if you activate it for her, etc. If you leave her alone for about a day she starts to let you help her, and eventually becomes one of the most prolific users.
    • I reduced the laundry to once or twice a week to try and be more realistic. To compensate I reduced the amount of uses needed for the AI to "learn" and progress to the next automation level. I am still tuning the device usage and learning rates and I will spend some extra attention to the laundry devices.
    • The assistant messing with the house and having the residents respond is a great idea! I already have planned for some hidden interactions based on "unusual" actions a player may decide to take. Keep an eye out and experiment in future updates.

    Thank you so much for playing my game and giving me such great feedback! If you are so inclined, I update daily and I post Dev-Logs at every major update. I will be posting a community Discord soon, along with a Steam page.

    Thanks for the reply! I'm excited to see this how the game evolves.

    • I will note that I noticed the teen being intentionally antagonistic with the light and thought, "oh, this is an interesting twist." At the same time, when trying to progress through the game it was a frustration because it felt like I was being asked to complete things that weren't possible. A balance there will help, but definitely keep the anti-AI teenager, it's a fun element that mixes it up a bit! 
    • Queuing: Wow! In my games I never saw this at the shower. In an earlier version it was constantly the TV and in this new version it happened a couple times with the garage door opener. 
    • I sort of like the idea of needing to wire in and out of a device. There could be a fun little puzzle element there of needing to connect with a device by snaking your way there, but that also adds a whole new element and gameplay loop. So, maybe better saved for the future :) 
    • I'll also note that the previous versions felt like they did a better job of communicating what the next upgrade level of an appliance would do. Currently, it's a little tricky to know what to prioritize since TIMER could mean "shuts off automatically" but could also mean "switches on/off during the day." I think either giving users a preview of what the next tier does and/or changing terminology (TIMER for some, AUTO OFF for others) would help!