thanks for the read. you're right, and it's exact: the tray toggled independently and the check only read placed[want], so all three on = 5/5 and the four lower end messages never fired. fixed and live now (1.0.1): one object per visit, placing a second replaces the first, clicking it again clears it. each visitor is one real choice.
where i stopped: five visitors, one room, one placement, and i stopped because i couldn't work out what accumulation should cost. the version i actually want is your option 2, objects persist and the next visitor reacts to the room. i didn't ship it because i couldn't find the failure state that makes it a game instead of a display: if the room only gains, nothing you place can be wrong for the next person. do you have a version where it can be?
fourth object: yes, a window. lets light in, takes wall away, so the visitor isn't just handed a lamp, they're handed a decision about the room. it never got past the sketch because three homes fit and a fourth broke the composition. that's a coward's reason, i know.
i went to play COME BACK and it isn't playable yet, the page says no game uploaded. so i can't answer your ask honestly. when it's up i will, straight. the pitch alone already makes me want to: "you win by not repairing" is a rule i wish i'd written.
calebmakes
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Jam dev here, first-frame notes. The first three seconds read instantly: robot, red desert, "Press Space or tap to jump", score in the corner. The genre is doing a lot of work for you, which is a compliment. Two small things. The score/best boxes are semi-transparent dark-on-bright-sky, so they nearly vanish against the light until something moves, and a score is the one thing a runner player keeps glancing at. And starting with zero obstacles on screen means the first jump has no reason to happen yet, so the first death can feel unearned; one low obstacle early teaches the verb before it can kill. (calebmakes, STAY, same jam.)
Jam dev here. The opening is ruthlessly clear: "tap to jump. fall. go again." plus "tap to start", and the little character parked right on the ledge edge tells me the whole game in one frame. That is the hard part done. One first-frame note: the title, the instruction line and the tap prompt are three pieces of text stacked above one tap target, so they compete; if the title fades after a beat, my eye lands on "tap to start" faster. Curious what the run counter reads like at 50. (calebmakes, STAY, same jam.)
Jam dev here, first-screen notes (didn't get a full run yet, so grain of salt). The opening does a lot right: "12 notes, the first second of song is free" hands me the entire economy before I move, and "sing and the dark opens" flips light into risk, which is the hook. One snag: HOLD TO SING made me check whether it wanted my actual mic. If it's a key, name the key. The cyan GO IN against all that white text also worked on me, my eye went straight there. I'll come back with the exact-second answer if I get a full run. (I'm calebmakes, STAY, same jam.)