galaxyBETA
explore
· ·
log in

log me in

log in forgot password

don't have an account?

sign up

DIGI-DOLL

Thumbnail

developed by

developed by Holographicquad

favorites

completed

31 ratings

rated 2.0 stars, 31 ratings.
godotactiveidlestoryclicker

Posted October 5, 2025. Updated October 6, 2025. Played 360 times for a total of 109 hours.

description


DIGI-DOLL is a relaxing incremental decorating sim with an addictive game loop of discovery. The goal is to collect all the furniture and friends and use the shop upgrade to discover more efficiently.*

steam

similar games

newest comments


batian October 9, 2025
+3comment score: 3

Great little game, reminds me of games like Kamaeru. I definitely see the incremental elements and even if I didn't, the site's creator has said that its fine to upload non-incrementals. Very appealing art. I can see people paying for the full game actually but the gameplay itself definitely feels like its missing something. It felt too grindy to get the right furniture for the "design puzzle" and it ended up more frustrating than interesting.

developer response: Thank you! Also, I agree with your points on the gameplay, it's definitely something missing and too grindy at times, I'll just keep brainstorming until I figure out the solution to those issues.

Pangbot October 8, 2025
+3comment score: 3

(Response to Dev)
I wouldn't be too disheartened about the rating on here. You've made a game which is targeted to a very specific audience (which is a good thing!), unfortunately a lot of incremental players don't find aesthetics important when choosing a game to play. (See: All the Prestige Tree-like games which are almost purely UI elements) What's more important is how your targeted audience feels when playing it.
Regarding the bakery, I understood that I could walk to unlock more activites/items, but I was mostly curious to see what would happen if I only used it. It's definitely not clear what type of furnishings you'll get (food related items like a fridge/toaster I understand, but I wouldn't associate a sink or a toilet with a bakery).
Putting myself in the shoes of someone who actually wants to furnish a house that makes sense, these are the problems I can see with how I'd look at fixing them, but I'm sure you could figure out different solutions:
1a. There's no way to tell what items are possible to get until you spend lots of creativity points and (likely) get multiple duplicates. (I think I got 3 fridges before my first toaster, for example)
Possible solution: Show the list of possible items above the point cost when digi-Mauve is able to interact with the activity.
1b. Items are randomly chosen from the item pool, meaning you might have to spend lots of points to get the item you're actually interested in. (Imagine if 4/5 times you tried to buy a table in The Sims, you lost your money and got a bed instead)
Possible solution: Re-jig the item choice to force getting one of each possible item. After you've "completed" the activity, (gotten one of each) you can freely choose duplicate items (which don't give points when placed). This would also solve the "looping" issue.
2. No quick way of restarting. What if I start furnishing the house, then later decide I want to change a room into a different type of room? (e.g. Making a second bedroom) Currently I'd have to painstakingly delete each item, and it seems you can't even get wallpapers back when they're put down. (Which I know makes sense, but it's not fun)
Possible solution: Add a "clear house" button, which puts everything back into your inventory, and a "clear room" button, which does the same but for a chosen room.
3. On returning to the game for this comment, I noticed that you lose creativity points when you delete an item, but aren't told if you go into the negatives (by deleting an item when you're already at 0). The next item you put in the house can push your points back up to 2, even though you "actually" have 0 points. This could lead to a player trying to do an activity and being told no, even though the bar shows they have enough points.
Possible solution: This is just a simple coding fix, check if the player's points are negative before increasing the value in the progress bar. I wouldn't tell the player they have negative points, just keep it at 0 like you do currently.
4. In a similar vein to 1a, I know that in principle I can get new items by adventuring, but how do I know if I've found everything I'm interested in getting? The collections tab isn't much use because every unknown item shows "?" with "keep discovering!" text.
Possible solution: Show a silhouette of the item and change the text to say whether it comes from a specific activity, or as a random drop from adventuring. You could say "an unknown activity" if the player hasn't unlocked the activity yet.
5. Zooming in by scrolling the mouse wheel down is wrong.
Possible solution: Tell the player to rotate their mouse 180 degrees before playing... or add key rebinding. (I imagine you were planning on this anyway :P)

developer response: This is super helpful! I read through it all and agree with all your points. I will work on the changes and solve some of the more mechanical issues for the next few weeks b4 I update the demo. Thanks again, really appreciate this detailed feedback

Pangbot October 7, 2025
+4comment score: 4

- Start game
- Mauve wants her house furnished
- Play on my Gameboy Pocket for a bit
- Unlock baking
- Have 4 creative points, spend all 4 at the bakery
- Get a fridge and a sink, put them both in
- Get 4 creative points for doing so
- ...Go back to the bakery
- Loop until Mauve is satisfied
- Get 2 stars
Enjoy your house filled with nothing but fridges, toilets, toasters, and sinks, Mauve!
Minor irritations
- The "interact with bakery" sound effect sounds too much like an "interaction failed/unavailable" noise.
- The background music had long periods of complete silence, not sure exactly what caused this.
- I was getting confused why I couldn't open the furniture menu, turns out it was because I had Mauve's conversation bubble open. I don't see why these two menus can't be open at the same time? Or at least force the open one to close first if the user tries to open the other one.
- Had a very weird bug on first load where the mouse was in a constant state of "hovering button", which resulted in not being able to click on any buttons and have the "hover button SFX" playing for every pixel the mouse was moved. Reloading the page fixed this.
Overall
I can't fairly judge the game because I optimised the fun out of it. If you're the sort of person who spends hours carefully crafting a house in the Sims, moving a family in, and then start working on another house, this seems like the game for you.

developer response: Thank you for leaving such detailed feedback. It seems I need to balance the creative points better and fix those bugs you listed! Also, yeah it seems this type of casual gameplay appeals less to incremental gamers.

Also, I noticed that you said you only had appliances in your house, which would be normal if you only used the bakery, as the bakery only drops appliances and plumbing items. ( I probably need to get that across better). Were you able to unlock other activities and items from walking? Each activity has different item pools. Was there any specific reason why you didn't use the walk/discover option as much as the bakery? Just wondering as a dev because maybe there is something I can add or fix.

Thanks again for playing and sharing your experience! Your feedback is appreciated!

sharpnova October 7, 2025
+4comment score: 4

this isn't an incremental game. the gameboy thing has a nice aesthetic.. but i don't like the aesthetic of the stuff behind it.. and i don't really get what's going on. and it's definitely not my type of game. but good job getting a game finished.

developer response: Thanks for the feedback

blangzo October 7, 2025
+5comment score: 5

this feels like, what infinity nikki was to gacha games, but for incremental games. a nice pleasant dream

top comments


blangzo October 7, 2025
+5comment score: 5

this feels like, what infinity nikki was to gacha games, but for incremental games. a nice pleasant dream

Pangbot October 7, 2025
+4comment score: 4

- Start game
- Mauve wants her house furnished
- Play on my Gameboy Pocket for a bit
- Unlock baking
- Have 4 creative points, spend all 4 at the bakery
- Get a fridge and a sink, put them both in
- Get 4 creative points for doing so
- ...Go back to the bakery
- Loop until Mauve is satisfied
- Get 2 stars
Enjoy your house filled with nothing but fridges, toilets, toasters, and sinks, Mauve!
Minor irritations
- The "interact with bakery" sound effect sounds too much like an "interaction failed/unavailable" noise.
- The background music had long periods of complete silence, not sure exactly what caused this.
- I was getting confused why I couldn't open the furniture menu, turns out it was because I had Mauve's conversation bubble open. I don't see why these two menus can't be open at the same time? Or at least force the open one to close first if the user tries to open the other one.
- Had a very weird bug on first load where the mouse was in a constant state of "hovering button", which resulted in not being able to click on any buttons and have the "hover button SFX" playing for every pixel the mouse was moved. Reloading the page fixed this.
Overall
I can't fairly judge the game because I optimised the fun out of it. If you're the sort of person who spends hours carefully crafting a house in the Sims, moving a family in, and then start working on another house, this seems like the game for you.

developer response: Thank you for leaving such detailed feedback. It seems I need to balance the creative points better and fix those bugs you listed! Also, yeah it seems this type of casual gameplay appeals less to incremental gamers.

Also, I noticed that you said you only had appliances in your house, which would be normal if you only used the bakery, as the bakery only drops appliances and plumbing items. ( I probably need to get that across better). Were you able to unlock other activities and items from walking? Each activity has different item pools. Was there any specific reason why you didn't use the walk/discover option as much as the bakery? Just wondering as a dev because maybe there is something I can add or fix.

Thanks again for playing and sharing your experience! Your feedback is appreciated!

sharpnova October 7, 2025
+4comment score: 4

this isn't an incremental game. the gameboy thing has a nice aesthetic.. but i don't like the aesthetic of the stuff behind it.. and i don't really get what's going on. and it's definitely not my type of game. but good job getting a game finished.

developer response: Thanks for the feedback

Termt October 6, 2025
+3comment score: 3

Interesting concept, but not really my type of game.

Pangbot October 8, 2025
+3comment score: 3

(Response to Dev)
I wouldn't be too disheartened about the rating on here. You've made a game which is targeted to a very specific audience (which is a good thing!), unfortunately a lot of incremental players don't find aesthetics important when choosing a game to play. (See: All the Prestige Tree-like games which are almost purely UI elements) What's more important is how your targeted audience feels when playing it.
Regarding the bakery, I understood that I could walk to unlock more activites/items, but I was mostly curious to see what would happen if I only used it. It's definitely not clear what type of furnishings you'll get (food related items like a fridge/toaster I understand, but I wouldn't associate a sink or a toilet with a bakery).
Putting myself in the shoes of someone who actually wants to furnish a house that makes sense, these are the problems I can see with how I'd look at fixing them, but I'm sure you could figure out different solutions:
1a. There's no way to tell what items are possible to get until you spend lots of creativity points and (likely) get multiple duplicates. (I think I got 3 fridges before my first toaster, for example)
Possible solution: Show the list of possible items above the point cost when digi-Mauve is able to interact with the activity.
1b. Items are randomly chosen from the item pool, meaning you might have to spend lots of points to get the item you're actually interested in. (Imagine if 4/5 times you tried to buy a table in The Sims, you lost your money and got a bed instead)
Possible solution: Re-jig the item choice to force getting one of each possible item. After you've "completed" the activity, (gotten one of each) you can freely choose duplicate items (which don't give points when placed). This would also solve the "looping" issue.
2. No quick way of restarting. What if I start furnishing the house, then later decide I want to change a room into a different type of room? (e.g. Making a second bedroom) Currently I'd have to painstakingly delete each item, and it seems you can't even get wallpapers back when they're put down. (Which I know makes sense, but it's not fun)
Possible solution: Add a "clear house" button, which puts everything back into your inventory, and a "clear room" button, which does the same but for a chosen room.
3. On returning to the game for this comment, I noticed that you lose creativity points when you delete an item, but aren't told if you go into the negatives (by deleting an item when you're already at 0). The next item you put in the house can push your points back up to 2, even though you "actually" have 0 points. This could lead to a player trying to do an activity and being told no, even though the bar shows they have enough points.
Possible solution: This is just a simple coding fix, check if the player's points are negative before increasing the value in the progress bar. I wouldn't tell the player they have negative points, just keep it at 0 like you do currently.
4. In a similar vein to 1a, I know that in principle I can get new items by adventuring, but how do I know if I've found everything I'm interested in getting? The collections tab isn't much use because every unknown item shows "?" with "keep discovering!" text.
Possible solution: Show a silhouette of the item and change the text to say whether it comes from a specific activity, or as a random drop from adventuring. You could say "an unknown activity" if the player hasn't unlocked the activity yet.
5. Zooming in by scrolling the mouse wheel down is wrong.
Possible solution: Tell the player to rotate their mouse 180 degrees before playing... or add key rebinding. (I imagine you were planning on this anyway :P)

developer response: This is super helpful! I read through it all and agree with all your points. I will work on the changes and solve some of the more mechanical issues for the next few weeks b4 I update the demo. Thanks again, really appreciate this detailed feedback

read all comments