Any suggestions on how to make things more intuitive? What caused you problems?
As a fellow game dev myself, I'd like to give my feedback and my recommandations
1. The navigation is difficult. I've search for half an hour what to do before going out on an accidental click. The "door" was really hidden. Making the clickable area always visible would help, or perhaps add a map to click where you want to go. This would avoid people missing entire area of the game
2. The hatch is covered by the UI unless you reduce it. Making it always visible will also help, or reduce the UI once the game start
3. I need to click on the option, select the correct tab, then the quest log. Make a shortcut
4. There's way too much options for how empty the game is. The house feels empty, all rooms are empties, there's no one sleeping in their bed at night, but you have an entire subtab dedicated on the forecast ? Is it even helpful ?
5. The personal tab is too big for its emptiness. A character sheet, quests log, inventory and personal notes ?
Personal notes ? I think you can safely remove it. There's a bug if I try to browse the inventory. Half of the character sheet is empty. You should combine the character sheet and inventory in a single tab, and remove personal notes (unless you have plan for it), this would make navigaiton easier
6. Miscellaneous tab, all WIP. Just... Remove it x) You'll add it back later. You don't need a finished skeleton to show if you don't have anything built on it
7. I don't think the hour system is useful. They feel empty, and given hwo complex you management system for the house will be, there's no way you will be able to fill every hour. You should remove it and replace it with a segmented day. Morning, afternoon, evening and night (I'm thinking for family venture for that one). This way, people won't wait 15min and check the whole house looking for event. Also, chain clicking on waiting break the immersion. Replacing it with a segmented day might help
8. Again, the house feels empty. A good band aid against it could be to close doors. Don't let Alice in her sister's room if they're in. Can't get in past 22:00 maybe ? And close it punctually during the day. It would make the house feel more alive, and would give value to sneak in their rooms when they're not in there. Same for the bathroom
Small detail
1. Can't help but notice, when browsing character, the selection doesn't loop. Make it loop or remove the arrow if they're no logner clickable
2. I'm not sure "15:30 PM" is a thing
3. What is that "False noon_home_livingroom False" text I have on my screen ?
Anyway that was my feedback. I'm just some small game dev, so this is just an opinion among other, but I hope it helped you. On a more personal note, I really liked the setting. The sister characters need to be a bit more established in term of perosnality, but as a character design they're great. It's easy to tell them apart and it's not always easy to do. I'd still replace "Angelina" name by "Mom" in the text bubble.
I love Stanley, solid dude, love the alchemy with Alice. The game concept is perfect for me, futa character with her family stuck in the middle of nowhere with not much to kill time.