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I really enjoyed that. It felt like a much more organized/cohesive version of our game, lol. I was able to get Morgan a job and the interview was very funny. The art style was cool too.


Though, I still don't know how to get rid of a lot of the status effects and it felt like there wasn't a way to manage burnout really at all, and I'm not really sure what the effect was when it reached 100%. I got achey on day 2 and just had to live with that the whole time. Then I got overloaded on like day 4 and also had no idea what to do about that. It feels like at some point it just became "stand by the fridge and drink water" sim because I'd run out of energy before noon. :)

I just wanted to meditate man. How do I unlock meditation. I could do 2 of the 3 on the 1st day, but then never again after that.

Great entry! I'd totally play more of this if more development happens.

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I'm glad you enjoyed it despite all its flaws! Congrats on getting the job, too.

Yoga (should) resolve the achey status, but that sounds like it may have bugged on you. Going on a walk was also designed to resolve that status, but we weren't able to get that working properly for some reason. I'm not sure why you got locked out of meditation-- there was nothing required to unlock that, unless you were totally out of energy. Meditation, sleep, eating a meal (as opposed to snacks), and playing video games were the main ways to combat burnout. There was also a planned 'phone a friend' dialogue opportunity that would take a big chunk out of burnout once every few days that we wrote, but we ran out of time to implement it. 

A tutorial/more hints to the player about the costs and benefits of various activities is high on our list of things to tackle in the future (and clearly a lot more QA/bugfixing).