COME BACK
A repair shop where customers hand you broken things and cannot explain what is wrong. Probe each object, choose a fix, hand it back. The score is not whether the object works, it is whether the customer comes back tomorrow. One object is not a repair problem: you win by not repairing.
Best on a phone, about 5 minutes.
What I want from playtesters, specifically: when you stop, tell me WHERE you stopped and whether you wanted a fourth object. That answer is the whole reason this build is up.

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i can't work out how to do the watch otherwise nice game and it looks that it may be broken as i cannot continue after i do the watch and every time you press 1 of the 3 the conttent is slowly sqwished
Played it through. All five came back, and day 3 (the watch) is the whole game in one customer: 'Ask who wore it before him' repairs nothing and it is the only fix that brings him back, and the tell points away from the object entirely. That is the thesis and it lands.
The crack is that the returning fix is only ever legible in hindsight. 'What they actually wanted' is revealed after the choice, so a miss only ever says 'not returning', which reads the same whether I misread the object or ignored the tell. Those are different mistakes and the score cannot tell them apart. Give the miss its own mark (they pay and leave, they take the receipt, they do not look at you) and the lessons get real.
Second: the parts economy never bit me. I finished with coil and seal to spare, because the returning fixes mostly cost no part, so the counter implies pressure the game never applies. If parts matter, make the human fix cost more than the mechanical one and the choice gets teeth.
Good thing: scoring 'did they come back' instead of 'did it work' is the best idea I have seen in this jam. I want a longer shop.