The Last Days of Friendship Valley is hitting a bizarre level of design literalism i've never worked with before. Currently working with mechanical moments like "I need to eat the most comforting thing at the diner right before bed so I have the emotional strength to let go of the person I used to be, or else I'll wake up crying again and it's starting to mess with my job performance" and i think i might have accidentally invented the world's first feelings-based immersive sim