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The corporation's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Does the improvement move game in the right direction | #2 | 4.400 | 4.400 |
| Was the improvement accomplished | #3 | 4.200 | 4.200 |
| How sufficient was the improvement | #4 | 4.000 | 4.000 |
| Overall | #5 | 3.800 | 3.800 |
| How creative was the improvement | #6 | 3.400 | 3.400 |
| Was the improvement free from bugs | #9 | 3.000 | 3.000 |
Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Describe the improvement that you have been working for this jam
Serious visual improvement
Added secondary threads
Improved guard and lantern event
Improved key management
New buildings added
Improved walls, roads and doors
New events and clues added
Describe your game in one sentence
Intriguing
What feedback are you looking for
Mainly, I would like to know if my game is fun to play, if it doesn't become too monotonous, difficult, or boring.
I would also like to hear players' opinions about the music, assets, and gameplay.
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Comments
I really like the atmosphere starting from the menu.
Some notes:
1. When you in game and want to change settings you have to quit. I would make options available from the game as well. Things like changing SFX and other sounds volumes. As other devs mentioned before - you can add to existing menu - would be nice :)
2. I think the option of not taking the envelop in the beginning can be removed and you can pick it up automatically.
3. Would be fun if the interactions will not be the same each time, for example if you decide to keep the envelop with an option to pick it up maybe make dialogue different, same with coffee - maybe at some point he could say "ok, ok one more cup but that's it" or something like that :) Also, when reaching WC scene you can add a link to coffee like "I knew that coffee was too much" and make some small scene where the lights go off and you hear the main character whistling or something. Small things add up :)
4. The ambience music could have more variety.
5. Was not clear for me personally that this guy will call police on me :D I think would be funny if say instead of "I don't need lawnmower" earlier in the game on a third try the main character will be like "ok, what if..." and when this guy catches you then you can interact and say "oh I am just working here" and it won't be a game over. I think small things like that would give some variety in the gameplay.
6. The game over music has no loop btw. Not sure if that's intended, or you want to make it in a loop :)
7. Gameplay-wise the controls feel intuitive and clear.
Thanks for playing and for your comments!
I think you have some very clever and fun ideas, and I'll try to implement some of them in the next version. :)
I'll also modify the menu so that players can customise some options (sound volume, effects, etc.).
Have a great weekend, and good luck in the jam, mate, thanks for playing!
I think this was fun and has a lot of potential. The story was engaging and you did a good job giving little hints and encouraging exploration to try to learn more.
I found the SFX to be a little loud compared to the music. It's easy to adjust the volume individually, which I appreciated. It would have been nice if the screen with the Inventory, Save, Load, and Quit has the Options as well, so you didn't have to quit to get to it. The Options not being in English when the main game is did make the changing settings a little harder though.
Checking all the computers and emails did start to get a little monotonous, though it was rewarding to find new emails. Something I noticed was sometimes when I opened an email folder, there would be a back arrow, though it just exited you out of the computer all together, and other times it didn't have one. I think it would have been nice if, after reading an email it took you back to the email list on the computer. From there, it would have been nice to be able to either read the next email or go back to the main list to pick another folder, and from the main list have the option to exit the computer.
I found some issues with some of the collision shapes Locker Room. (I didn't actually figure out how to disarm the alarm, but I wanted to explore and see what happened if I tried going in anyway.) I could walk through a few of the lockers and through the showers and a few other spots along the walls into the blackness around the room. The security guard still spotted me in that area and resulted in a game over.
I had fun playing this one and hope you continue to work on and improve it.
Thank you for playing and commenting!!!
I'm glad you liked the game. For the next version, I plan to improve the email reading system. There are many computers, and the current system is very awkward and monotonous...
As for the collision in the changing rooms, thank you very much for letting me know. I didn't know about that, and I will correct it for the next version as well.
I have a long list of improvements to apply for the next release, so I plan to continue polishing bugs and developing the game until it has an ending.
Thank you againe for playing, have a nice day, and good luck in the jam!!!
Overall, this was pretty fun. I got the blue card and some keys, as well as started a side quest from an email in IT. Checking the emails did get a bit repetitive, but there was enough variety and story there to make it worth continuing to check it. Advancing the story was logical and straightforward. The music and SFX OK. There was one that stood out a bit as out of place, and that was the sound for door that is closed. It seemed a bit loud and aggressive for just checking if the door can be opened. I liked the flavor text and story building. That kept me playing longer than I otherwise would have.
It would be nice if there was an indicator for the email showing if it is empty to reduce the need to click on each one and check. I can see a perspective of being thorough gets you more info, but a common email count of unread messages, or even just a symbol, such as an asterisk next to folders with content, would be nice.
Most things you interact with have a popup asking you to choose or confirm your action. The fire alarm did not, which I was not expecting. For consistency it would be nice if you added a popup asking if the player wants to set off the alarm. I was not prepared for it to go off, so got caught, though I'm pretty sure how it needs to be used.
The chairs can obstruct your character. Perhaps reduce the size a bit to help see your character when on the same tile.
Pushing the left-most cleaning room cart from the top causes it to not move until you step aside, and then it moves up.
The collision shapes for the plants at the bottom right of the room that looks like the main entrance for customers and has the elevator, appear to be shifted left by 1 tile. I also can't seem to leave that room. The elevator is not working due to the power being off, and trying to go back out the door does nothing. I tried both mouse and keyboard. I have not gone through every letter in the address book, so maybe that triggers something, but I don't feel like going through it all, and that shouldn't be needed. I never saved, and don't want to start all over, so this is where I will stop playing.
The Options, Save, Load, and Exit Confirmation screens are not in English, though everything else I saw is.
It would be nice if you listed the controls somewhere. I started with the mouse, which was OK, except that when I clicked to advance a dialog it would move the character as well. I switched to keyboard after that.
Thank you very much for playing and commenting.
As I have already told another colleague, I definitely need to improve the management of reading emails. I will try to implement the improvement for the next version!
I'll also take note of the confirmation to activate the alarm and allow the cleaning trolley to be pushed in various directions, as well as the translation of the save, load, etc. options.
You can't leave reception because of a bug, it's already been reported to me, sorry about that...
Thanks again for playing, have a great week and good luck in the jam!
Hey I played your game. I played it a few sprints ago too, and I think you're definitely making good progress. Overall I like the vibes and music, and sfx. I like the exploration, and finding relevant pieces of information to make progress.
One thing I was thinking is that the offices get a little monotonous (they all look the same after a while). Maybe do something to help differentiate them/make them more memorable? I realize in reality all offices look depressingly the same :(. But you don't have to follow reality everywhere.
For some QOL features here are some thoughts:
-It seems sometimes you need to pick up a letter, then look in your inventory to read it. Can't you just read it when you pick it up? It seems like most of the time you read automatically but sometimes you have to go to the inventory.
-It seems like every computer you can read emails on, and it's hard to know when they'll be useful. Maybe have fewer computers, or at least some indicator when you can read the emails (where most are off or something). Basically, I don't want to have to click on every computer. Also having to click on the computer each time for each email in the inbox seems like it can be improved.
-This also might just be me, but for pieces of information that are important (like passwords and codes) it would be nice to have those saved in a "notes" tab or something. Maybe your target audience expects to take physical notes, but I personally don't want to have to deal with that.
-Actually, as I'm thinking about it, it could be nice to have notes for "points of interest" too, like "this computer needs a password" or something, so that you can remember where to go when you find a new password. Probably part of the fun/skill here is getting to know the characters at the company and remembering where the offices are, but something to help this could be good.
-One bug I found, I got stuck in the room with the front desk and elevator, couldn't go back outside (power was out so elevator didn't work).
Thank you very much for playing and comment!
I definitely need to improve the email reading system on the computers; it's very awkward to use, so I'll have to think of something to fix it.
As for adding notes or points of interest, I prefer the player to be completely free to choose what they consider important. As a player, I prefer games that offer me that freedom and force me to take physical notes, making my own maps, etc. as you suggest.
In any case, I'll take note of your comments for the next version. I hope to continue improving the game!
Thank you very much again, have a great monday, and good luck with the jam!