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Fun game with lots of micromanagement! Got some Shoppe Keep vibes with the sims. Bonus points music and sounds (where spot on), and had fun reading the idle text (customers can wait).

Two things I would add would be a bar that shows your employees current actions (through I suspect it might have been intentional) and sense of progressing, since the game gets sorta repetitive after a while (understandable for a jam game).

Awesome game overall.

On the side note, how was your experience with Godot? Since it's the engine I use the most, I am curious about a newcomer point of view.

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Not the dev, but I have been using Godot off-and-on for about 4 months. I was learning Unity at the same time, too. I have been trying to use gdscript, as there are a lot more tutorials for it, but I miss C# when I do that. I feel like I don't really understand how Godot's file inheritance works--constantly getting circular dependencies, or errors that think one exists (even though I can still play the game).  I have a hard time knowing how to get a type visible or included in my class. Eventually, I'm sure I'll develop the intuition I have with Unity's game object and SerializeField paradigm.

All in all, though, I find the UI in Godot incredibly easy to use, and the Canvas element is a breeze compared with Unity. Still, I did this jam in Unity because I knew I would be able to do what I wanted in code much more quickly in C# (since I'm pretty used to C-style programming).

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Thank you so much for your feedback, very detailed! I appreciate that a lot!
Having a bar along the bottom for quick reference to the current actions does seem like it would make managing the gooblers a lot more accessible, rather than needing to switch between them to figure out what is going on!
And yeah, some progression would definitely be nice - rather than a "play until you lose" system like I have, haha!

So, I've used Game Maker, Unity, and Slipspace (I'm a game dev at 343 industries on Halo) before, for context. I can't touch on Slipspace since it's proprietary or whatever, but I will say that Godot has some really nice features. GDScript seems good to use, I didn't have to do too much profiling, but it seems like that's pretty well handled. Also, Godot's tree structure really forces good design practices, so I didn't have to spend much time thinking about the overall game architecture, it was easy to add features simply by adding nodes in the logical places. I /hated/ the control nodes for UI when I first started using them, but after playing with them enough, I got the hang of it and it wasn't as frustrating to use. I've never much liked Game Maker, always thought Unity was far superior as an engine. I think in a comparison between Godot and Unity, I'd have to give Godot the edge based on my experience thus far. It's a really powerful tool for making games, and I think it's easy to learn for newbies, and powerful enough for more advanced systems as well!

Thanks for your time, both of you (I am the one who actually wrote the comment, but I asked Mota to post it since he submitted our game and can rate other entries). To be honest, I pretty much only used Godot (and a little bit of Love2D), so I am curios how it compares to the other engines. I think I will try unity when I have the time.

I never had much trouble with cyclic dependencies, but I am not used to C-Style. On the side note, It seems to be possible to use C#, C and C++ in Godot (although I never tried), in case it helps.

About the control nodes, yeah, they are something. I get flashbacks from positioning divs in css. About Godot and Unity, while I haven't used the latter, most people I talk about normally say Unity simply has more marketing.

Again, thanks for the feedback!