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Thanks a lot, CloudsGames, really glad you enjoyed the cozy vibe! Haha, sorry the rope spline kept the house waiting in the cold, I'll make the windows a bit warmer next time.

Thanks for playing and for the honest take, noodl_exe! Fair point on it feeling a bit generic, the Journey/Sky comparison is a great reference. Would be glad to swap ideas sometime.

Played the fixed build and it works now. Went into Level 1, built a ship in the hangar (auto pilot, ship_basic_01, arc cannon) and won 2/2 with the +1500 first clear reward. Watching the ships fight on their own around the asteroids sells the sim idea well. Small thing I noticed: the top-left button in the ship builder still reads "Button". Nice turnaround on the fix!

Finished the first shift with 98.84% reliability and $394k profit, then started day two with solar and wind online. Starting the gas peaker late made the morning shortage visible in the supply chart; raising coal output and importing power helped me recover. I liked having reliability, profit and carbon intensity as separate goals. One clarity issue: the report showed a 49.87 Hz minimum despite unserved energy, so a breakdown explaining what caused the lost supply would help me learn from the run. The overnight construction and automatic renewable curtailment gave me a good reason to rethink my settings on day two.

Impressive that this shipped at all — 4 minutes before the deadline says it all. The space auto battler concept with a SHOP system fits the SIM theme well and the main menu art is striking. The Unity WebGL build didn't respond to browser input events, so I couldn't get into gameplay. Rated on what was visible: concept, art quality, and described systems. The alien creature art in the thumbnail shows some distinct visual identity.

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Update after playing the opening: I used Sam's computer, read Lena's message about her badge showing a departure three minutes in the future, and collected the six-person shift list from Notes. Closing the computer changed the objective to investigating the typing; I moved out into the office and checked the evidence journal. That contradiction in the inbox is a strong hook, and keeping evidence separate from AURA's claims makes the investigation easy to follow. On a narrow phone screen, the computer panel and journal were very small. This feedback is from the opening investigation, not a full run or a test of the adaptive enemy.

The pixel art is genuinely lovely — the beach, the water, the firelight. The systems design is thoughtful: fire keeps slimes away, rain puts out torches and brings them back, snakes eat chickens, hunger halves stamina. Every mechanic connects to the others. The Godot web build had trouble receiving menu clicks in my browser (the character moved but buttons didn't respond), so I reached the gameplay through the 'How the Island Works' screen rather than a full run — enough to see how carefully the loop is designed. Would love a keyboard shortcut to start a new game.

Solid grand strategy sandbox — three historical eras (1914/1939/2026), 190+ playable nations, real-time economy with a transparent income formula, four investment tracks, and full diplomacy. The map rendering is impressive for a jam game. Took Colombia, watched income grow and manpower tick up in real time. The simulation depth is there; main thing missing for a jam entry is a guided first-session — the UI panel layout takes a moment to orient. Good foundation.

Day 1 taught me the lesson in the books screen: 7 check-ins at $70 and a night profit of exactly $0, with the note that even a full house at that price cannot beat the $630 in bills. Loved that the game tells you the math instead of hiding it. I raised the rate to $80, bought the vending machine, and on Day 2 a pipe burst above Room 4. I chose Fix it yourself, the tape gave up, Rooms 4 and 5 became aquariums, and the Gazette ran "DIY plumbing attempt creates two aquariums, zero fish". That line alone sold me. The bar showing what share of drivers will pay your rate is a really clear lever. Lovely pixel art and neon.

Finished a run in 130 s with 47,500 CR and 35% trace. Decompiled Sector One (0xBEEF), took the Desync gamble on Sector Two and it paid the +2,500, decompiled Sector Three, then got greedy with Buffer Overrun on the Final Sector, failed, ate +45% trace, bought Ghost Proxy to scrub 30% and decompiled 0xDEAD to finish. The risk menu is a nice idea and the terminal look is clean. My honest note: the decompile puzzles are easy enough that the safe option is almost always correct, so the gamble only makes sense for the bonus. Harder or timed puzzles in later sectors would make Overrun and Desync real choices. Fun little heist.

Played Monday through the start of the rush. Kai texting he would be 24 minutes late with the grill flagged as the bottleneck was a great opening problem: I dragged myself onto the grill, which meant nobody answered the phone, which is exactly the trade the game wants you to feel. Then the rush hit at 12:00, chicken and fries ran to zero in storage, Maxim left Expo for the toilet because nobody answered him, and Dev asked to swap off the drive-thru while seven cars were waiting. Every bad thing traced back to a choice I made a few minutes earlier, which is what a good sim should do. The customer reviews and the sarcastic kiosk call made me laugh. Clean, readable UI too.

Played through Day 1: the first gate fight I won by hand with Soul Drain on the backline, then I left it on Auto for the next two waves and lost both (233 G and then 300 G stolen), which is a pretty convincing argument for your own line that the commands decide the outcome. The loop clicked fast: sell the loot from the win at the rebuilt Weapon Shop, put it into the castle and cottages, hit L01 and spin the wheel. Lovely art and the 3D town reads well. One small note: Auto-manage plus Auto battle seems much weaker than manual early on, maybe a hint about that would help new players. Great entry.

Thank you for playing! Glad the rush of keeping every site up came through.

Thanks a lot for playing and for such a detailed comment! Moving the viral Bakery to its own server is exactly the move I hoped players would find. Please Stop Coming, Brave One! is next on my list to play.

Played the first night twice. Both times I ended up near the same place (till around 66,000 yen, reputation sliding from 3.00 to about 2.5) and the morning diary told me exactly why: Aiko fumbling the warm sake for the same guest twice because she was tired, onsen soaks where nobody came, and one guest giving up at the desk at 02:00. That diary is the strongest part, it turns a pile of 10-minute turns into a story of what went wrong. The between-nights shop (manual, copper boiler, lanterns, hiring Ren) gives clear choices. I didn't get far enough into the watch log and ledger to catch the liar, so I can't speak to the mystery yet. Played on a Galaxy S25 in Chrome; on a phone it's a long scroll between the requests and the End turn button.
Made it through all 12 weeks with a C: earned $14,030, paid $128 in card interest, net worth -$30, stress 67. The NET 14 / NET 30 clients are the best part: in week 4 I had worked a lot and still only had $1,275 for a $2,200 rent, so it went on the card, and then week 6 the big brand campaign landed and I was sitting on $4,500 with nowhere to put it. That gap between earning and having money is a real lesson and the game makes you feel it. Turning down every treat also pushed my stress to 100 by week 7, so the wants vs needs trade-off works too. Two small things I hit: I locked in week 1 with 0 of 40 hours booked and the game let me do it without a warning, and on rent day the Cash button with too little cash just does nothing when tapped, with no message. Played on a Galaxy S25 in Chrome.
Made it through all 12 weeks with a C: earned $14,030, paid $128 in card interest, net worth -$30, stress 67. The NET 14 / NET 30 clients are the best part: in week 4 I had worked a lot and still only had $1,275 for a $2,200 rent, so it went on the card, and then week 6 the big brand campaign landed and I was sitting on $4,500 with nowhere to put it. That gap between earning and having money is a real lesson and the game makes you feel it. Turning down every treat also pushed my stress to 100 by week 7, so the wants vs needs trade-off works too. Two small things I hit: I locked in week 1 with 0 of 40 hours booked and the game let me do it without a warning, and on rent day the Cash button with too little cash just does nothing when tapped, with no message. Played on a Galaxy S25 in Chrome.
The painted village road with the Dark Lord sitting on his gold looks great, and the battle report after a loss is genuinely useful (it told me 23 well souls went unused and that souls were wasted while my store was full). I played Chapter 1 a few times on a Galaxy S25 in Chrome and kept getting breached on wave 2, so the curve felt steep for the first chapter: three soldiers walk through a couple of spikes and slime quickly. Small thing: after switching to EN, a few lines stayed in Turkish, like the well line on the chapter briefing ("Kuyu +2,8 souls/sn aktarir...") and the "Kraliyet birligi altinlarin bir kismini geri aldi!" message after the defeat, and the logo stays "Kotu Lord". Nice to see a defense game framed as a soul-budget sim.
The painted village road with the Dark Lord sitting on his gold looks great, and the battle report after a loss is genuinely useful (it told me 23 well souls went unused and that souls were wasted while my store was full). I played Chapter 1 a few times on a Galaxy S25 in Chrome and kept getting breached on wave 2, so the curve felt steep for the first chapter: three soldiers walk through a couple of spikes and slime quickly. Small thing: after switching to EN, a few lines stayed in Turkish, like the well line on the chapter briefing ("Kuyu +2,8 souls/sn aktarir...") and the "Kraliyet birligi altinlarin bir kismini geri aldi!" message after the defeat, and the logo stays "Kotu Lord". Nice to see a defense game framed as a soul-budget sim.
Played the tutorial and then Day 1 on Lo-fi: quota reached with $2682 of $2500, 10 trips, 0 failed. The tutorial does a good job of making each tool matter: I rerouted around a closing road, pulled over for the police, and then crashed a car on purpose by pressing Faster in the storm, which taught the rule better than any text would. One thing I saw on Day 1: two of my cars ended up nose to nose on the same top road and both showed the Stuck warning for a while before sorting themselves out. The "you can't save everyone, pick which car gets your attention" idea comes through clearly. Played on a Galaxy S25 in Chrome by touch; the UI scaled down fine but the text is small on a phone.
Played the tutorial and then Day 1 on Lo-fi: quota reached with $2682 of $2500, 10 trips, 0 failed. The tutorial does a good job of making each tool matter: I rerouted around a closing road, pulled over for the police, and then crashed a car on purpose by pressing Faster in the storm, which taught the rule better than any text would. One thing I saw on Day 1: two of my cars ended up nose to nose on the same top road and both showed the Stuck warning for a while before sorting themselves out. The "you can't save everyone, pick which car gets your attention" idea comes through clearly. Played on a Galaxy S25 in Chrome by touch; the UI scaled down fine but the text is small on a phone.
Played the Wash commission on a phone (Galaxy S25, Chrome, touch). Laying water and pigment in a grid of dabs and watching it spread into one sheet, with the edges darkening on their own as it dried, was the moment it clicked: you really are timing the water, not drawing. On a phone screen the paper and toolbar are quite small, and after I hit deliver and let it dry I didn't spot the judging result anywhere, so I'm not sure if it's below the fold on narrow screens. Lovely idea for a sim jam.
Played the Wash commission on a phone (Galaxy S25, Chrome, touch). Laying water and pigment in a grid of dabs and watching it spread into one sheet, with the edges darkening on their own as it dried, was the moment it clicked: you really are timing the water, not drawing. On a phone screen the paper and toolbar are quite small, and after I hit deliver and let it dry I didn't spot the judging result anywhere, so I'm not sure if it's below the fold on narrow screens. Lovely idea for a sim jam.