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I really admire your creativity, and I loved the idea.  I liked the ending where the boss also gets canned after laying off all his employees to be replaced with A.I.  It's topical and really fits the theme of the jam, maybe more than any other game I've played so far.

I've got some feedback though. 

So really my one issue is that the unpredictability of the physics system made it hard to come up with any kind of plan, because the player has little to no control over the props and their rotation.  In this sense the gameplay is shallow, and the primary game loop is "throw stuff in the corner over and over again until it stays upright this time."  If the objective is to stack these physics objects, I would either lock the rotation of all objects to the y axis, so that their motion can be more accurately predicted and accounted for, or I would have given the player more direct control over how the props rotate, maybe with a physics gun or something of the like.

When we play games, we like to use our minds and reflexes in order to solve problems.  This makes the experience rewarding.  If success hinges only on factors out of our control, it feels frustrating.   During the design process it's important to keep in mind this system of problems, solutions, and rewards.  This forms your core gameplay loop, and that's the pillar your gameplay stands on.   

Whenever I need a refresher on these systems, I like to read articles like these as guides:  https://gamedesignskills.com/game-design/core-loops-in-gameplay/

Overall, the theming was on-point.  Graphics and audio did their job, and I really loved the story and I think there's a lot of mileage in this concept.  Very impressive work for a solo developer.  Keep up the good work!