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A jam submission

EMPLOYEE - a working adventureView project page

You are an ordinary employee, doing your ordinary job. Or is it?
Submitted by From These Rolls (@fromtheserolls) — 1 day, 22 hours before the deadline
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EMPLOYEE - a working adventure's itch.io page

Results

CriteriaRankScore*Raw Score
Anticipation: How excited are you to play this game?#183.0003.000
Format and Grammar: Does it look like a finished product?#303.0003.000
Theme: How well does the game capture the theme?#533.3333.333

Ranked from 3 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Which die/dice is at the core of the game?
d12

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Comments

Submitted

Actually, I just wanted to take a little break from work and got this in the random draw, with some tasks I'm trying to escape from. :)

But to the game: I like it. It's quite simple but offers enough to build up a story.

Just a few follow-up questions (maybe I missed it): How many dice do the employees roll? And how does the Proficiency, Weakness and Fear come into play (is it purely narrative?)?

I don't know if this is intended but when you are promoted you have more (In)Sanity, should you still reach the next Insanity level at 10 or when all circles are filled?

I also find the expression "There are four phase / day / player" quite confusing. I think you mean "There are four phase per day per player".

But all in all, it sounds like a game that you can just put on the table (you always have dice with you anyway) and play a bit. Good work.
Developer

Hi! Thank you so much for the feedback!

Let me answer it one by one, but bear with me regarding the explanation :D

First about the dice. An employee need a d12 for tackling / resolving the referee's roll - a d12 for initial & preparation phase and 2d12 for main phase. If the player or the referee turn out didn't have any d12, they could use any dice that could sum up to 12 (2d6 or 3d4). Per phase ideally the referee throw an "encounter" once and the employee should resolve it. But if you want to put up some checks rolls, feel free to include it. Maybe for the checks both referee and employee use d6 for simplicity and easy to differentiate with the main rolls of each phase.

Regarding the proficiency, weakness and fear : my first intention were proficiency, weakness and fear could effecting employee's dice result. In example when an employee get a task relating with computer and they had "Hackathon National Champion" as they proficiency, the referee could give them advantage +1 or +2. Same as weakness. But in Fear I intended to give the employee -3 in their dice result, and an advantage for the referee to +1 their dice roll. BUT, if the players and the referee think this is still unbalanced, please use this as purely narrative.

Ok for (In)Sanity Level, you only go up to Lv. 5 where the employee will be faced with The Truth (which eventually died). This is the max level on (In)Sanity. On level 5, the Employee will encounter things that they shouldn't able to see - symbols, figures, sounds, places. As long as the circles haven't filled up when on this level, they could uncover "The Truth" (whatever it is), but once it filled up, they'll out of the game.

I'm sorry about the phrasing, I'll try to revised it asap :) But yes, that's what I intended to say, four phase per day per player.

Thank you so much for trying The Employee. I hope my answers above helps you even just a bit. And looking forward for your experience playing it :D

Submitted

Hello thank you for your explanation:

First about the diceFirst about the dice...

ok so both roll the same ammount of dice. This is a good way to guid to a more narrativ play style because the only way the employee can get an advantage is by using their proficiency. Otherwise it is just luck. (i still don't understand the "player will ask to roll nd6 / nd12 ...."

Regarding the proficiency, weakness and fear...

In my opinion, this should be mentioned in the rules, for example in a parenthesis in the chapter Character Creation.

On level 5, the Employee will encounter things that they shouldn't able to see - symbols, figures, sounds, places. As long as the circles haven't filled up when on this level, they could uncover "The Truth" (whatever it is), but once it filled up, they'll out of the game.

i like that idea. This could be mentioned as well.

Ok for (In)Sanity Level, you only go up to Lv. 5 where the employee will be faced with The Truth (which eventually died).

But that's not what I meant. I was referring to the fact that if the employee has already been promoted three times, they have a total of 16 sanity circles. Does they reach a new sanity level at 10 filled circles (as it says in the rules) or 16?

If it is always 10, then gaining sanity circles is pointless for a promotion. If at 16, the wording should be adjusted.

cheers

Aratlon

Developer(+1)

Hello and I'm so glad we're having this convo. Let me answers some of yours:

i still don't understand the "player will ask to roll nd6 / nd12 ...."

I think when I wrote this sentence, I'm still not sure what kind of dice it supposed to be rolled. But thank you for pointing this out, I'll mark it down and will revise it on later update.

In my opinion, this should be mentioned in the rules, for example in a parenthesis in the chapter Character Creation.
i like that idea. This could be mentioned as well.

This is why I said I'm glad we're having this convo that finaly I got some feedback and I know where I was wrong :D I'll make sure I'll mention it on the next update of Employee, which looks like won't be in a pamphlet format.

But that's not what I meant.

Ohhh I understand. Every promotion, an employee will get 1+ O and 2+/\, then their (In)Sanity level will max out according to their max /\, in your example at 16 points. So every promotion will make an employee harder to be insane and away from the Truth.

Once again thank you for your feedback!

Aditya