Quite the cute little game! Not only does the game have a wonderfully cute aesthetic to it all and tons of wonderful juicy touches like cool transitions, but the gameplay itself did a great job at escalating the difficulty bit-by-bit while also introducing new mechanics to keep me hooked, all while also having a nice story to further keep me intrigued at where it is going. Loved that it also had a save/load system which meant I could continue my game after taking a break, and that it had movement where you could hold down the key, meaning I didn't need to tap for every step! Very impressive to that it even had a level editor and such: I can't see myself using it but kudos for going the extra mile!
While I'm overall very positive on the game, there were a lot of odd design decisions and weird stuff that I encountered to give feedback on:
Despite the game having an option to have the text move forward on player input instead of automatically and having that option on by default, the cold open introduction doesn't respect this and not only moves forward with the text automatically, but at a ridiculous speed! Even if you have to have the text move automatically, you should try and pace it as if the dialogue was being spoken (and then add a few seconds of padding)! Bizarre since the outro does wait for player input, too!
I wish the game had some more sounds to it to make it feel a bit more exciting. Vacumming up all of the trash like Pac-man would've felt a bit better if we had some sounds like that as well.
I wish that the game made it a bit clearer who you are controlling. Yes, it does take some steps to address this in that it makes the character you pick sparkle initially, but that only lasts a brief moment. I'd love if it'd do something like darkening/brightening the sprite for who is inactive/active respectively, or perhaps have different sprite states, like one with them standing up and another with them sleeping or sitting down.
It's silly, but I found the game actually a bit spooky in some aspects despite being overall very cute? For example, the whole glitchy transition was quite odd and feels like something you'd see in a horror game (I'd expect the game to do something like a heart wipe and a confetti shower when you beat a level, perhaps), and I don't know why some of the conversations were done in the darkness zone when it felt like all of them could've just been done within the game HUD, where most of them take place.
I found it a bit odd that not only does the game not automatically move onto the next level once you hover up all the trash and head to the door, you can actually end the level prematurely by just making it to the door and clicking next level even if you haven't picked up all the trash??? Shouldn't cleaning up everything be a requirement? Sometimes it seems like bonus dialogue happens on all the trash being cleaned up, so is it just meant as a bonus objective (despite the fact it should be a main objective?)
There were also a few other odd bugs I experienced, like how I couldn't get the music/sound to work anymore when I let the game go idle briefly. Only happened once though and I couldn't recreate it afterwards? Probably just a dumb browser thing and not your prob.
Most of the puzzles do seem to fall on the way-too-easy side: most of them start out interesting with the two separated and having to cooperate, but what could be some cool sliding puzzles where you really gotta plan your moves usually end up just being able to be 'cheated' by eventually breaking down the boundaries and just getting Capy to go into the puzzle and stand anywhere to let you reroute anyway you want.
The story doesn't quite evolve as much as I'd like: there is some intrigue and information you learn over time, but several levels just loop very similar themes of them cracking jokes and encouraging each other. Look, it's nice that it's happy and all, but it just feels like it isn't going anywhere. Stories usually involve some sort of growth and challenges, you know, and while it is technically doing that, it kinda feels superficial at times, just self-help platitude after platitude. I just felt like I wasn't really buying what it was selling. Furthermore it'd be nicer if the gameplay was more tied to the story: maybe it'd be nice if we had a better hook, like some sort of item we're looking for like buried treasure, or talk about some interesting things we find in the trash as we go that bring back memories of past relationships or whatever.
I'm not quite sure how the switches work? I just flip 'em until I get what I want, which works I guess.
Overall feels like the game is very well polished and delivers a short and sweet adventure that doesn't overstay its welcome: well done!