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I like idea! But camera focusing onto events and tutorials make me mad.

Great idea and implementation!
I think the teen room might be buggy. With automation the light turns off even if a person is inside. Also the computer is nearly never used.

Thanks for playing! I am working on a fix for the computer and the teen room. The teen room is actually part of the story but it does not translate well at the moment. The teen resists the AI forcing itself on her, if you leave her alone for a while she eventually allows you to help her. I will make this clearer in the next build.

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This is delightful and surprisingly engaging.

It also has terrible performance. While I imagine some of that's down to the alpha nature of things, the fact that it's doing procedural art and sound gen on the fly is probably a major factor as well.

While novel, I don't know that the juice is worth the squeeze in terms of the PC power required for the result. It's probably pretty unreasonable to expect an alternative to full procedural gen, but if we had an option to at least disable the audio generation and play silently that might help.

As for smaller observations that might be useful, it isn't always obvious which device is being requested. In the kitchen, for example, it's hard to tell when they're asking for the microwave vs the dishwasher. Likewise, the little tags that appear beside devices when you've purchased one of the automation upgrades aren't always immediately obvious as to which device they're pointing to. Glancing over to see which device you have selected on the right can clear it up, but when you're juggling multiple requests at a time while also trying to plan an upgrade (or see how much the next one will be), it's a bit of a struggle. Some of that may be down to how frame-y my gameplay was, though.

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Thank you for this. "Delightful and surprisingly engaging" next to "terrible performance" is exactly the honesty an alpha needs, and it sent me straight to work.

Good news: you were half right. The procedural art turned out not to be the expensive part. The real problem was that the game was redrawing everything constantly, even things sitting perfectly still. That's fixed now: still things cost nothing, and only what's actually moving does any work. 

The optimization update is live right *NOW* thanks to your feedback. I was able to recover 42% more frame time and 45% lower renderer loads.

The microwave-versus-oven confusion: already addressed in the latest build, so that should be gone. The tags pointing at the wrong device: great catch, and it's going into the next build.

Thanks for playing and for writing it all down. Fair warning: this comment may end up quoted in the next devlog.

I appreciate you playing my game!

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powder room light can eat my butt

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Ha! It’s a tough one. I’ll adjust the schedules to send someone in there more often. Thank you for playing!