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Played all five. Nobody walked out on me, and that is the note I want to leave.

The premise is lovely, and the closing line ("the ones who left are the ones worth thinking about") is the best thing in it. But there is nothing to get wrong: each need maps one-to-one onto one object (feet->chair, dark->lamp, cold->rug), you only ever place a single object, and every round resets. So it plays as a reading test, not a choice. Read carefully and you score 5/5 every run and never feel the loss the ending is reaching for.

What would give it teeth: let objects accumulate, so the lamp you place for visitor two is the chair visitor four wanted and cannot have. Make the room unable to hold everything, and the ending starts costing. Or give one need two honest readings and let the visitor reaction reveal which one they meant.

The scale, the writing, and the silence between the lines are all right. It needs one thing that hurts to lose.