Littleington University is so clunky.
The way characters that give you new goals react to you makes it really difficult to know where to go next. Like you go to the receptionist at West Hall and she tells you to go to the Medical Center, but then never does anything different after you've gone there and done what you needed to do. No new dialogue or anything. When you're stuck in a game like this, going to characters that have given you directives before is a natural thing to do. After reading some, I guess the phones are supposed to be a hint system, but they don't appear to work in the build I played.
There's also no explanation about any of the UI. There's a meter that runs out slowly and it has an electrical bolt next to it, I wasn't sure if that was hunger or a bladder meter or what. After reading a bit, I guess happiness is involved in the game? Maybe that's the meter? The food stuff next to it was confusing and even more bizarrely, there's a bicycle which is a very different object from the others. I have no idea what these things do and clicking them doesn't appear to have done anything, so it seems like they're contextual.
The controls are clunky too. In windowed mode, it doesn't trap the mouse so it's obnoxious to control the camera with it. You have to click, swipe, release click, swipe back, repeat until the camera rotates to where you want. Or use way out of the way keys in order to do the same thing. It's also frustrating when you're trying to walk up to a thing and your character stands on it. The controls feel a bit delayed too, not that this is a game that requires much precision, but it seems like some functions are generally bound to key release rather than key press. So you can hold shift with default settings for example and you still run everywhere. But then when you release it, you start walking. It feels clunky.
There's a lot of bugginess associated with the inventory and management. Not being able to equip diapers under nebulous circumstances but being able to swap them just fine, no indication that it can't be done. A lot of times it's not even clear what items are from the graphic. I got what .. might've been a fruit bowl with a diaper behind it? It had no name or description to indicate its purpose. It didn't seem like I had the ability to use it either. An item name that came up in a tooltip type form when you hover the item with the mouse would go so far to making it easier to learn and use. Hover tooltips in general would give the player some indication of what they're looking at even if nothing else changes.
I think the game has promise and to be fair, it's obviously got beta status on it. It's not like anybody's pretending this is the final version and that's a solid game. Running around in just a diaper and having people react to it is neat - although this is another thing. You can run around in underwear and they behave as though you're fully clothed. Regardless, it's so rough to get into right now. It feels like it doesn't know what sort of game it's going to be yet because there's this mystery element and this combat element and this schooling element and a social element and the diaper elements and nothing really gels together well. It could be that I simply don't understand how the elements are related after an hour or two of playing, but the game really doesn't help me understand by then either. I feel like that's kind of a big deal. Most games let you know within 5 minutes what you're in for even if they have more mechanics or different gameplay styles or things like that later. The core gameplay is obvious. The only thing I knew after 5 minutes of this game is that I was running around and trying to figure out what anything was.