The collectibles are actually fun and challenging, not just a standard 1 morphing object and 1/2 collectibles in every scene! Game design regarding those is fantastic, and I love how there is diegetic reason for them being there. Art design and puzzle mechanics are solidly great, as is the usual for 5BN games. The big area for improvement now for this studio is storytelling, and then integration of those more compelling stories into the puzzles and the collectibles. Take Mystery Case Files: Shadow Lake as an example of how to do integration really well. The way they add intrigue and motivation to finding the morphing objects through storytelling is really a masterpiece, and heightens what is otherwise just your standard morphing object search. In regards to the overall story, your writers are pretty good at writing a setting, background flavor, lore and interesting conflicts. This whole idea of a game show is great and intriguing and made me want to write a story surrounding it. But the characters are flat. When they have interpersonal conflict, it feels awkward and forced, because all of the characters act the same until right up when you want to use them for a conflict, to move the plot forward, or as foreshadowing. Foreshadowing can work, but not when it’s so obvious. And having all character interactions be either for an immediate purpose or to foreshadow, makes it obvious as soon as it’s not the former. I’ll stop with my writerly notes there, for brevity and because there’s only so much work I’ll do for free. I’d be happy send in an application if you’d like to hire me for more detailed reviews or to be a writer.