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This game has a lot of great things going for it and I think the a e s t h e t i c s are great! Very great feeling to it and strikes a lot of the chords even though I've never watched sitcoms nor vaporwave media at all:

General impression of the world:

Very great style to it, and I'm not an artist at that. There's a lot of small things that I appreciate, from the transitions  to the small tint of purple at the borders of the window. The deliberate size of the window and inability to make it fullscreen allows us to enjoy it at a unique perspective as if watching through a TV. If that was what you're going for, you're a genius!

There's a deliberate comedic touch the the world, with fighting cars using our 'inner strength' (nice one), statues, weird emoticons, japanese words. The combat on its own, is EH, but putting the context of the combat with the world gives it a unique flair to it. The combat is understandably not an important part of the game, and the player knows this going into it.

In that sense, maybe you could dial down the difficulty even more. Or at least, take great consideration in the combat such that players can better enjoy the story. For example, the first encounter with the car on day 1 was relatively difficult for me. Consider making it easier so that player can get right back into enjoying the story (since I think that's the main focus of your game anyway!)

Dialogue and flow:

Having a conversation with the TV at the start of each day is a neat touch. It creates a routine, similar to game loops in theory, that can be build upon, and just as easily be broken down I'd imagine as the story progresses. I did not finish the game and stopped after 3-4 days/'episodes'.

Dialogue is great and well written in the context of a sitcom. They flow naturally and in-character. Outside of the sitcom setting, there are genuinely funny lines, especially when rescuing Lester and him acting as if he wasn't scared was quite good to me.

There is glimpses of depth at each character that is peeled back little-by-little every day which I enjoy. Especially with the main character's place in the family, that maybe he feels inadequate and is reflected by how the uncle talks to him about it. But at the same time, he understands his own situation and does his best. When he takes care of the little sister of the family by making Ramen when their family isn't home, I think that is genuinely heartwarming in a very subtle way which lets me appreciate the character writing you have here.

I may have missed it, but it seems to me that there is no overarching story/plot to the main character, and if there is, he's not actively pursuing it. Or it was not made mention. Perhaps it is a difficult goal to approach in the sitcom setting? In any case, the episodic nature and the lack of the overarching story/plot leaves something missing in my heart when I was reading through. I WILL say though, I did find myself wanting to continue when I was stopping for the time so you definitely did great strides in keeping players engaged! So take this how you will, my feedback may be wrong.

Overall, I think the dialogue is well done. You've made a great decision to have the main character be its own personality rather than a self-insert. I think it meshes well with how everything else works, and within the setting of the story. Well done!

I'm glad you enjoyed the game, especially the a e s t h e t i c s! There's 4 levels or episodes in total, so you did end up seeing most of the content that's in there right now. (Specifically, there's the one with the car, the one with the D&D game, the one with the school, and the final episode with the two different endings.)

The sitcom theme with the exaggerated characters and cheesy jokes is very big and loud, so it's great to hear that the subtler touches came through. You picked up on a lot of the details. It's true that there's no over-arching plot, since that's not how it works in sitcom land, and the episodes are more connected through characters and themes. The main character's sense of alienation is meant to be a bit of a through-line, for example. The final (4th) episode does sort of wrap things up, though.

The gameplay wasn't the focus, as you've written, but it's admittedly a little weak. That's something I'd need to work on, if I was to develop this into a longer game. I didn't want it to be a pure walking simulator, but perhaps making it more relaxed would've worked better. I'll have to look into that.

Thank you so much for all the feedback, this is really useful!