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(5 edits)

Like the game so far, I can feel my soul being gently boiled and destroyed as I play... :)

One bug: Goal of 'Paperwork Marathon' is 1.2M dox, but at the bottom it shows 1M.

One other thing: it gets very slow when you have over a thousand staff, at least on my computer - OK, so I read the comments, discovered that Layoffs were what I needed, in which case, I get that the visual of everyone leaving is cool, but maybe don't hide that button away (I'd put it on the screen with the hiring, and if you still want the animation of people leaving then open up that display when it's clicked), and don't make me play 'click random staff to try to find an intern in my over a thousand staff'!) - instead, perhaps drive players to it at the right time (Boss: "It seems like progress is slowing, you should consider layoffs")..

Another bug: there seems to be a bug where clicking on a button to add staff occasionally gives an extra click (about every 5 clicks I get a 6th) 

Hope that helps!

(1 edit)

Hey there, thanks for the feedback!

I’m currently reworking the staff system. In the next update the performance issues will be fixed.

In regards to hiding the layoff button. I expect the player to regularly check the surveillance because as the boss stated in the beginning of the game, employees will have bursts of productivity which you should collect. Once you reach a certain threshold, layoffs become available and the layoff starts to blink. I guess a small introduction to layoffs can’t hurt tho, so I will add that to my list.

I thought choosing which interns stays, would be cute way of adding some attachment. But I’m also planning on highlighting interns and making them easier to click once you have to choose one.


Hmm that bug with the button would be new to me. Are you sure you were not accidentally holding the button down, to buy multiple units?

Thanks for getting back.

Good to hear re the layoff button, that's a good way of doing it. And of course you must do your game as you wish - I know I do.

Re the bug with the button, I don't think I was holding it down, but if I was then it was only for a very short time. Could it be something that's not so much code as a side effect? For example, is it possible the game was lagging so slow (ie few frames per second) that it was getting the mouse down but not catching the mouse up (or the queueing system was putting it in the wrong order or something), so was thinking it was still held down? I don't know, but I was clicking on and off pretty fast...

Hope that helps.