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Thank you for taking the time to play my game, some good points to think on. Didn't think to add a second post office, but the van might be a good way to move around a source of mail to save on multiple journeys while also being more immersed in the role. Adding text to show that the number is what is being held is also a good idea. I was going to add an info page on the main menu but it felt a bit cluttered so didn't want more buttons. There are also other things around town that are not mentioned in the game. There are upgrades scattered around town to increase mail bag size and temporarily slow down time.

As for the AI, yeah they can be annoying. They kept getting in my way while testing, luckily you can jump over them or just step over the kittens without jumping. Their AI is definitely high priority for improvement, making it so they rarely go into gardens and have more of a walking down the street kinda feel to them.

In regards to the FPS, before submission I sent a copy of the game to my friend and my brother and on the three machines it was tested on we had no issues, but I guess in the grand scheme of things three machines is not many so if FPS is a major concern for multiple people that would also be a high priority for smoothing that out, could look into adding graphics settings to tone down shadows, or even reduce AI count, there are 100 cats walking around. I might have gone a bit overboard with the cat count but I wanted to make the town feel alive.

A mouse mode does sound fun, could have it take place in a back garden or by the farm so occasionally a cat would walk past and cast a mega shadow.

"I might have gone a bit overboard with the cat count but I wanted to make the town feel alive." No, I agree with your intentions, it really aids the experience of the game having NPCs around the whole map! If my machine is just an outlier then it shouldn't be a problem, but if it's something several people bring up, the only thing I can suggest is maybe unloading/reloading models that aren't in the immediate view of the player. I think making assets outside of the player's view invisible is something Unity does by default, but it still runs the code for them.

In unity it is called Occlusion Culling, only stuff in the camera view is rendered, it is not enabled by default but it is built in, just adding a few objects, changing a few settings and pressing a bake button. I set it up and baked the occlusion culling as well as baked the scene lighting, I am sure there are other ways to optimize the game, but I just can't think of them at the moment. I guess pausing the AI movement calculation if they are beyond a certain distance from the player, but tracking the distance to each cat from the player might add to the issue as much as it fixes. Definitely worth testing though.