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Was really easy to get disoriented in the samey hallways, I feel like some of that feeling is intentional but I'd still appreciate a basic map of the floor layout - I had no idea where I was the entire time and found myself constantly running in circles.

Mechanics of this were pretty basic but it's clear that most of the effort went to the writing (really impressive that you were able to put this out in three languages!). I think the story and humor were generally pretty on point though the english could be a little shaky, and in particular the acronyms used seemed really inconsistent - the evil hr seemed to be referred to by a couple of different acronyms at random and it made things a bit hard to follow. I think maybe the acronyms for the other languages might've slipped into the English translation since I noticed a similar error on the game page where the English section uses "TI" instead of "IT".

A couple nitpicks I did have with the mechanics is that it felt particularly irritating to have to switch off your weapon in order to interact with things. Given you could freely swap at any time there didn't seem to be much of an actual reason for this and it made it harder to even recognize interactive objects since the prompt to interact would only appear after switching to an empty hand. I'd also like to be able to scroll the chat log at the beginning since I accidentally clicked through a couple messages too quickly and had them get immediately pushed off screen so that I couldn't read them. Making the message boxes a little smaller might also help with that.

Switching keycards seems like it'd get tedious really fast with many more than there are now. I think you should have the player discard any keycards that get strictly outclassed - after getting the A2 keycard there's not any reason to make the player switch through the now redundant A1 keycard.

Music fit the office vibe pretty well but it was wearing pretty thin by the time I beat the game. The metroidvania elements also seem to be limited to literal locks and keys here so not great on that front, maybe that'll be expanded upon in a fuller game.

...I feel like this review turned out pretty negative but I did enjoy the game! The humor and theming are really well done, and most of my issues are fairly minor. This is a pretty solid game, nice work.

(+1)

Hey that’s was a great review, very detailed, the most detailed that I ever received, I really appreciate that, thank you, I certainly will use your review to enhance the game on the post-jam.

All your points are valid and precise.

  • About the map the disorientation was really intentional, there takes some time to navigate, on the big floor, and there’s some tricks like the odd rooms are on the left and the even room on the right, but on certain point of the game there will be an map, it’s a planned mechanic.

  • Regarding the translation: Initially, the text was written in Portuguese and then translated to other languages. English is my second language, and Spanish is my third. Due to time constraints, some details, especially concerning acronyms, were not reviewed.

  • About the mechanic, you’re right, the need to change back to empty hand is not necessary, I’ll work on that.

  • About the Id card, good feedback, I’ll refine that mechanic, maybe just accumulate the permissions, or remove redundant cards, I’ll test some options.

  • About the music, I wrote 3 songs for this game (one is not ready) but just one fits that first stage, the other 2 are for other moments of the game, but at the end of game play I’ve put the slow version of the main song, and it seems odd at that point, I shouldn’t put that there, and in the future version it’s going to be more variations of the same song during the stage itself.

  • And yes I’m planning other kinds of blocker, including some weapons and knowledge, that are necessary to enter some areas and floors.

And thanks again, I really loved your feedback, it’s going to be the base of the first modifications on the game, thanks a lot.