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Glad to hear the vibe and aesthetic landed well for you - that Ghibli-meets-alien-hospitality atmosphere is a huge part of what we’re building, so it means a lot that it resonated.
Now, we hear you on the gameplay pacing, especially around laundry. That’s one of the biggest time sinks in the demo and yeah, we agree it’s currently too much. It’s already been tweaked a bit and will be tweaked further for the Early Access to be less of a clicking grind.
That said, part of the core design is that workers aren’t robots: they’re little people with preferences, limitations, and growing skillsets. The idea is that you grow into being an efficient manager: early on, you’re in the thick of it, figuring out how things work. But over time, automation kicks in - skilled staff take initiative, Spirit Chimes help with cleaning and upkeep, and higher-tier items (like fancy backpacks for carrying more stuff at once) smooth things out. That whole progression curve just isn’t fully visible in the demo scope and we understand some players might worry that the early game vibe is all there is.
You also nailed something important: this isn’t meant to be a hyper-fast clicker or spreadsheet sim. But we do need to make sure that cozy doesn’t accidentally slip into frustrating. The demo helps us see where that line is, and your feedback feeds directly into those balancing changes.
Thanks again for trying it out and we hope you’ll give it another shot when the full experience is out and the systems have room to breathe <3
I could deal with that but... could you please, give a sandbox mode? the damn "eternal tutorial" gameplay made me feel more angry than cozy. This is what I loved from Good Company (which goes in a similar gameplay but more "robotic") I don't care if they take a year to cook or clean stuff but let me explore at my own pace, not as if i was in ♥♥♥♥♥♥♥ school again