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I played the downloaded version: a dystopian work simulator with survival mechanics... and a bitter end. Gameplay-wise, it worked flawlessly. The machines, the lamps on them, the timing, the falling box physics, the card access mechanics - technically all very well. The just-what-you-need-design of the rooms was believable bleak and industrial. I wouldn't call a dystopian backstory with a brutalistic design very Cyberpunk (where is the Punk?) but in my taste, it is close enough. So technically... ok. And I liked the different signs and (needed) explanations on the walls, especially the tiny contract.

But was it fun? Hell no. It conveyed the feeling of doing repetitive stupid work perfectly, and while this may be counted as game design achievement, it is a boring chore for the player. I only did it because I wanted to give a rounded assessment of the game, and because I wanted to see what's up on "the upper floors".

Don't get me wrong: there are people who like "simple work" simulators (power wash simulator, lawn mowing simulator etc.) but I am not in this audience. So my conclusion is: while the game gives an experience, I am not enthusiastic about it. Maybe I overlooked an important part? But the message of the Upper Floors is clear.

I really appreciate the feedback on this, thanks for playing through it! I also found it a bit repetitive, but didn't have time to change it before the jam ended, will be working on that for sure. Was trying just to get the concept/idea across mainly, hopefully it did at least that. Really thanks for your time!