An experience between easy-going vibes and serious business (read: gameplay). It's interesting.
- I didn't quite understand how "Quality" works until like half game. And by that I meant that I didn't even notice "Quality" was a trait.
Knowing which material has special properties at a glance, and having them sorted automatically would have been a nice QoL feature at times. Like, with an icon next to a material's name, and having them automatically at the top of the list.
- Honestly nice for a management game. Good amount of complexity while not overwhelming.
The trait-enhancing (Glowing 1 + Glowing 2) feels out of place as it's utilized only once at the very start... It's a minor nitpick though.
- Loving the paper notes-like presentation! The background and the custom sprites are lovely too.
- The requests and dialogues are so interesting. so Gensokyo-like. Wanna kick Chimata in the butt though lol - Marisa does not deserve the over-exploitation. :( (Just to be clear, I'm not deducing points for making a corporate-like antagonist out of Chimata)
My favorite part is Koishi's. I feel like she may have misunderstood something, but I like to think it's possible that it's not the case.
- Game's made with save-scumming in mind, huh?
It also handwaves A LOT at the player with the list of *potential future items* in the recipe menu. Even Mizuchi explicitly does that, which is so funny. All the information handed to the player is usefuln't is such a funny way!
Mood.