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I would also maybe suggest that being caught would mean getting the crap kicked out of you.
maybe placing toys could encourage some animations also?
1. Allow all drawers to be able to open (unless locked and need key or tool)
2. Allow all items to be able to be picked up or put down even if not needed in currant objective
3. Give all the items 10 possible random starting locations and remove the guide that points the way.. Making each time play different because players would never 100% know where the items are they need..
4. Randomize Girls daily routines per game load - And have her play out the entire day's routines - not just the same 3 or four positions walking back and forth. Currently too predictable and too easy to map out her path and work around it.
5. Have her daily routines match more of a daily clock - instead of just an endless loop
6. Slowly open up the other houses on the block and add their daily routines / and how they may effect the main girl's routine
7 limit the number of items you can carry at any given time - so you might have to put something down to pick something else up
8. Have here re-act and mini routine adjustments when she sees doors, drawers, or windows open that she may know she closed - and in some cases - have her re-close them - Or if found an item out of place she picks it up and places it in one of the 10 random places she may usually keep it.
9 Over all the more open play it feels (though do keep the small quests and connecting story line) and the random set-up and paths it may have will make this game not only more challenging put also give it a wider replayable feel to it Currently, it feels like I am lead down a straight path line and once I completed it - I will have no interest in playing it again or seeing if it could of been done in a different way.