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(+1)

That was fun and quite satisfying, though I can't help but notice a few strange points. like for example, the vibrating table that helps autosort the items, untangle the nails, and batch grab the items. 

I understand the usefulness of it (used it a ton, especially once you upgrade so that the nail auto untangle), but why is there 5 upgrades for it? once you bought 4 of those upgrades the last is just... a money sink since nothing changed at that point. 

Also the trinkets that give a small boost, I'm guessing those are randomized when you get them, but I think it shouldn't, or at least I think there should be a range so that you get certain one at either early, mid, or late game. I got the trinket that increase the tin can's capacity by 2... when I have fully upgraded vibrating table & conveyer set up, that's pretty much useless at that point. on the flip side, I got a conveyor belt speed increasing trinket as my 2nd trinket, useless for a majority of my time playing.

I don't think you need to make it so that "this trinket comes out once the player took out exactly 3,523 items and this one at 68,332 items", but a range like "this trinket could appear around 0 - 5,000 items and this one is once they pull out 50,000+ items" would help make each trinket feels more useful. (I get that it supposed to be a small upgrade since it doesn't give a lot of boost, so it doesn't matter too much at the end, but I think this would make the game experience feels a lot better. At the very least, I think I would enjoy it more, though it's already pretty enjoyable as of right now.)

(+1)

Thank you for playing all the way through, and for writing all this up. This is exactly the kind of feedback that helps.

You're right about the vibrating table. Once screws, nuts, bolts and nails each had their own lane, the only thing left for the last lane was oddballs. So the fifth upgrade changed nothing and just cost money. The table now has 4 levels. If you already bought the fifth, you'll get those coins back when your save loads.

On the keepsakes: they aren't actually random. Each one is tied to a specific container. The problem is the one you spotted, though. Their bonuses had nothing to do with when they show up. The belt bonus came out of the junk drawer, hours before you'd own a conveyor, and the tin-cup bonus turned up in the loft, long after the tin stopped mattering. I've reworked them along the lines you suggested. Early keepsakes now help the tin, magnet and coins, the middle ones help your cousin and the table, and the late ones help the belt and your cousin, who is the real bottleneck at the end.

These changes will be in the next update. Thanks again, really glad you enjoyed it!