Game Design Reviews
This page gathers my designer‑oriented game reviews, where I break down gameplay systems, level design decisions, UX clarity, and player experience. Each review includes video references and detailed analysis aimed at understanding how games succeed and how they could improve.
May contain spoliers
Hozy Demo
Hozy Demo presents an interesting foundation for a cozy, task‑driven experience, but several usability and design issues hold it back from feeling polished. One of the first missing elements is the ability to recycle trash. It’s a small detail, yet it would add both realism and an extra layer of interaction that fits naturally within the game’s theme. Similarly, the absence of tape or plastic sheets to cover surfaces before painting makes the process feel less professional. Even if the game chooses not to include these mechanics, acknowledging them visually could elevate the overall presentation.
The playable space would also benefit from having three walls instead of two, giving the room a more complete sense of structure. The checklist system is functional but not very user‑friendly, having to press a button to view it interrupts the flow. A more accessible, always‑visible or toggleable checklist could improve task management. Another technical issue is the mouse pointer leaving the game window even in fullscreen mode, which breaks immersion and can cause accidental clicks outside the game.
Furniture interaction has potential but feels confusing in its current state. Unpacking items is enjoyable, yet it’s not always clear what objects are inside each box. A dedicated button or a small preview image showing the box’s contents would make the process more intuitive. There’s also a usability problem with the “finish room” button. Twice, while trying to delete furniture by dragging it to the empty side areas, it was accidentally triggered. Adding a confirmation message or relocating the button to a less intrusive part of the UI would prevent unintended room completion.
Lighting could be improved with a night mode or a visualization tool that shows which lights are active, helping players understand whether their placement makes sense. A cancel button for furniture interactions would also be valuable, especially when misclicking an object you didn’t intend to move. Additionally, the ability to move two objects at once seems to happen unintentionally and can disrupt the placement process, clarifying whether this is a feature or a bug would help refine the experience.
Overall, Hozy Demo has a charming concept and a solid base, but it needs refinement in UI clarity, interaction feedback, and general usability. With improvements to its workflow and player tools, it could evolve into a much more polished and satisfying decorating experience.
Played on: PC(Steam) — Version: Demo — Hours played: 2.2h — Date of review: January 10, 2026
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