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Agree with what previous commenters have also said - it was very unclear what some of the emojis were meant to be, and it was also really hard to tell where I was in terms of being able to pass/fail the level. Even though I got pretty far, by the time I was at X/225 hearts, it was kind of dragging a bit. Having something to challenge you more than just constantly chasing a moving goalpost of hearts, or at least having some transparency into how close you are to reaching the goal , would make strategizing more interesting as the gameloop stretches out and the goal gets higher.

It also gets really finicky once you need to start scrolling/zooming out; sometimes things would bounce back to the menu even if I had enough money to buy them, and sometimes they would snap into a spot before I had actually dropped them, which got progressively more frustrating as I was trying to be strategic with placement. 

I also found myself habitually alternating items that build off each other, before realizing only two of them benefit from that (the sunglasses building more hearts per adjacent household, and the restaurants per adjacent household)--it would be nice if it was consistent, with all items either building off each other based on how many are adjacent, only one-to-one benefits. 

Another thing that was unclear was what counted as "adjacent"; having some mini-tutorialization or a static tutorial screen in the options/start menu to demonstrate what counts and what does what would be really helpful in this regard.  I assumed diagonally adjacent squares counted, but I wasn't sure, and I genuinely couldn't tell since the "payoff" per day was always so brief and not easy to track visually for a good understanding of the effects each item had.  It also seemed like certain items were decreasing/countering my heart gains, but since none of them said they did that in the description (except for the factories, and those only if they're within X distance, which none of mine were), and there were no details about that in the instructions, it really wasn't clear what was happening there. 

Overall, a very cute game and an interesting approach to the city-building-resource-management gameloop. Would be very interested to see this polished further.