There is a very important game design principal called conveyance. That is how well do you justify the steps the player will make, how intuitive is a required action. This game ruins a lot of the amazing work by completely ignoring the importance of setting up the logic it wants the player to make. The thing that makes it worse is not just that it employs a lot of moon logic (logic which requires you to have the mind of the designer to figure out without trial and error) but some of the triggers are contextual which can lead to the right solution being abandoned because of some other reason and never attempted again because the logic of using it was temped at best.
The game is in the early stages so I'm hopeful those aspects can be resolved. But as it is basically all of the puzzles need a complete overhaul in how they are presented to the player. The intuitive leaps need to be more clear and the locations you acquire should be streamlined. Getting a wrench out of a book doesnt make a lot of sense getting it off a janitors cart would make sense. Getting a pin out of an object you already interacted with wouldnt make sense, getting it off a cosplay costume in the art room or somewhere in your home would make more sense. The point is if you design the game without viewing the problem from someone without design knowledge you end up with problems which can only be resolved through tons of hours of trial and error, and requiring people to utilize guides.
Hopefully those issues can be resolved because as the game stands it would just be significantly improved as a pure visual novel and just remove the puzzle aspect entirely. Just a shame because the writing is amusing, the art is great the setting is unique its simply the gameplay and super obtuse puzzle design which completely ruins the experience hopefully those things are cleaned up at which point it would be a very easy recommend.
The game is in the early stages so I'm hopeful those aspects can be resolved. But as it is basically all of the puzzles need a complete overhaul in how they are presented to the player. The intuitive leaps need to be more clear and the locations you acquire should be streamlined. Getting a wrench out of a book doesnt make a lot of sense getting it off a janitors cart would make sense. Getting a pin out of an object you already interacted with wouldnt make sense, getting it off a cosplay costume in the art room or somewhere in your home would make more sense. The point is if you design the game without viewing the problem from someone without design knowledge you end up with problems which can only be resolved through tons of hours of trial and error, and requiring people to utilize guides.
Hopefully those issues can be resolved because as the game stands it would just be significantly improved as a pure visual novel and just remove the puzzle aspect entirely. Just a shame because the writing is amusing, the art is great the setting is unique its simply the gameplay and super obtuse puzzle design which completely ruins the experience hopefully those things are cleaned up at which point it would be a very easy recommend.