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Was a very interesting and fun game. The running around and delivering coffee/ tea and the work papers to the workers on the floor was a really fun time killer and I really enjoyed trying to figure out where to go next.

I also loved the way you make the player have to speed up or to find the next worker to deliver his/ her drink or paper. The way everyone turned around and stared at you was oddly eerie and really scary. And when they randomly start mashing their keys and glow in red and stare at you harder, almost terrified me at first because it was so sudden and so unexpected.

Now the main suggestions I have to improve the game would be to make the map a tad bit smaller and more maze-like. The map felt a little too large and kind of felt like I was wandering around forever without getting anywhere. So a smaller map might help make players feel like they are getting to point A to point B rather than feel like they are aimlessly wandering. And to counter act the map from seeming too easy by making it small, I suggest making it more of a maze. This way the player feels accomplished when the maze clicks in their head and they figure out where they are going and the easiest path to get there. Another thing I found fun yet a little not as scary as it could be were the robots themselves; they were a little too slow and a making the map more like a maze would help make them a little more tougher to escape from. 

And the other two suggestions that would help improve the game is having maybe an indication as to where to go and/ or know where to get the next drink and papers. The main thing that made the game a little frustrating was that  I didn't know where the worker who need a drink or coffee was and also didn't know where the drinks and papers were. So maybe a sound cue or a little floating marker might help. And I understand that you are trying to make this closer to real life as possible and one does not get markers or cues in real life, but one does have a general understanding of where they need to go to get and deliver things in an office. If you want to keep the immersion up, I would suggest then the markers and cues appearing after the first few deliveries, that way you get the best of both worlds (or an option to turn the cues off.)

Again, I do understand you are trying to keep them as true to tour experience as possible and I respect that. But I thought that this could be a great game with the few suggestions I had.

But other than that, I think it was a really good game. I didn't even notice the fifteen minutes I had been playing fly by and was surprised I had a lot of fun. I think you've put your message and feelings across through the game and made the player feel how it is to go through the office life of a intern and someone who is on their first few days of their jobs. The way everyone judges you if you don't work hard enough, the floor managers always after you and things being too far away and the office seeming like an enormous and vast indiscernible maze or which can overwhelm a person. The way the workers looked I think were great too; they looked like mannequins; unemotional judges, etc.  

And sorry for my video not being that great, it does not do the game justice.

So yeah, I wish you the best of luck on future games. Keep up the good work and hope you're feeling better about offices and work and take care!

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Your video is good! Thank you for taking the time to play it! Honestly I'm shocked anyone took the time to make a video of their experience. I'm very thankful! Also your criticisms are well heard, on the game jam page others said similar as well.

Hint: There's a key in the board room you missed that goes to that door ;)

Also, if you made it to 5pm, you'd make it to level 2.

Thank You For Your Interest In My Game!

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If you find yourself confused as to what to do, the devlog I've posted has a very short, but very helpful strategy guide!