Cute game, would have loved if I knew what to do with the boxes. Music is cozy too.
Please play and rate my game as well, thanks!
| Criteria | Rank | Score* | Raw Score |
| Visuals | #603 | 3.480 | 3.480 |
| Audio | #622 | 3.120 | 3.120 |
| Theme | #962 | 2.800 | 2.800 |
| Overall | #1090 | 2.693 | 2.693 |
| Innovation | #1250 | 2.400 | 2.400 |
| Enjoyment | #1339 | 2.360 | 2.360 |
| Gameplay | #1486 | 2.000 | 2.000 |
Ranked from 25 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does the game fit the theme?
There is no problems or harm that can happen to the player.
What code and assets did you not make from scratch during the jam (if any)?
I made all the assets. Music was made by my friend Maii and for code i used some code from previous projects and some from tutorials.
How many people worked on the game?2
I like the art style in this game, with nice chill music to match. I was looking around for things to do, which just turned into me randomly pushing boxes in the hope that something would happen.
very fun game idea, although i was a bit lost at the beginning. The artstyle is definitely very nice!
Cute idea but there's not really much to play here. You walk through the level and then just choose at the end how you'd like it to finish. I agree with some of the other suggestions about to fix this, because I think the idea and art style are both really good.
Cute little game! The visuals are well done and the music is nice, so the general atmosphere of the game is pretty good! The story and the little jokes are also a nice touch ^^.
My main complain about the game is that in terms of pure gameplay, there is not a lot to do ^^'. Yes, the character can walk, jump, push crates, but there is no real interaction or meaning to these actions. At the end, we can choose which ending we want, so it means that the whole game doesn't matter, and walking and jumping doesn't influence anything ^^'.
I would have liked to earn my ending. What if, for exemple, I had to "not look" at all the "wrong" things, and the ending report would be calculated from the amount of "wrongness" I've seen during the inspection? For example, the closer I go from the sleeping guy, the more the "wrongness" will raise, so I would need to find a way around it? Now, walking and jumping have sense, because they allow the player to get a different ending depending of how good he perform using these actions. That's just a silly example, but my main point is: every action the player can do must make him advance towards a goal, or the action is meaningless.
So yeah, overall I can feel that there is a lot of work in this game. You created a nice little experience, with cool visuals and music, but you just need to nail that "interaction" part that will engage the player and make him feel that he's in control of what is happening. Everything else is nice, so you're *that* close! Keep doing games ^^!
The story is fun but there is not much to do. I liked the textures as well, well done on your entry!
Cute visuals and music but I don't really get the point of the game except the elevator twist.
I find it a bit annoying that the main menu button does not belong to main UI / CanvasLayer and moves with the player.
The visuals were very good looking but the gameplay could use some help
There is basically no gameplay here. You walk around, jump, and do... nothing, really. There's no consequences for the decision you make at the end in any case. Waiting for the elevator is annoying; this seems like something where it should detect when you are around and lower in response, then go to the next floor up. Visuals are okay, and there may be something in the concept eventually, but as of now, I don't even consider it a game.
EDIT: Let's think about ways to make this an actual game. Right now, there's mechanics, but no real decision space, no demand for player to develop skill. So what could we do to make things interesting? Well, supposedly there are safety hazards in the factory but the boss wants you to overlook them. One might even think the boss is willing to kick back for you overlooking stuff, and you get some monetary reward, or the boss will punish you for each negative item on the report. But this is a trade-off with ensuring safety in the factory, so people could get hurt by the hazards you spot. What if you earned money for each "Yes" but developed a "bad" score whenever something bad happens for the things you overlook? And what goes wrong is randomly determined and unpredictable, so there's an element of risk in what you choose to overlook and what you choose to report. But you also have to manage angering your boss for reporting hazards, so there's an anger score that you have to deal with too. Furthermore, instead of you seeing at the end what your score was, what if you got intermediate feedback so that the player felt like they were making meaningful decisions in the moment?
Very charming visuals, I especially loved the blinking animation really nice touch. One thing I'd like to see implemented is a way to call the elevator and tell it which direction to go so you don't have to wait as long and some more content in general would be nice. Still thoroughly enjoyed my playthrough, well done.
The music is great really, I don't really succeed to play the game, you should add on your previous game some information to better guide your player
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