It's definitely an interesting take on the theme. Nonetheless the overall enjoyment I personally had kept decreasing due to the amount of actual paperwork there is. The "Department of Eternal Processing" should not actually play like an actual desk job. Whenever there are games similar to yours, they "simplify and gamify" the experience such that either the text/narration is interesting (ie. Home Safety Hotline), or that the visuals and story captivate you (ie. Death and Taxes). The 2 games mentioned could be further inspiration for a greater game in the future but they also set the standard for the genre. I'd say this game could have had it's main inspiration from Death and Taxes whilst being a fresh take on what it means to be a life auditor. However where it should branch off into originality is how the story is shown to the player. Problem with how it is shown is that it keeps jumping all over the place whilst being easy to pick up on the certain "patterns" given to the reader upon the first reviews section (before all the "life is pain" comments of the souls). Imo, it would be better to focus on one part of the story day by day instead of having it all clumped into one session of reviews (school shooting, freeway accident, tax fraud{?}, blunt force, domestic abuse)*. Even as writing this, the amount of reports needed to be focused upon for the overlying story of ONE incident is maybe too much? I appreciate trying to make a complex game with little words and having quantity, but it really is better to focus down on one of the main topics above and put it into it's own chapter. *Possible to focus on topics you want to shed light on as a game dev. Can disregard those that are either too complicated, or you don't have as much knowledge about. With how the game is right now, the easiest way to improve it without too much more coding is the sound effects and music. There's no audio that further instils that nostalgia of using win95 so that would help a ton for the overall experience. Mainly mouse click sounds, maybe sound effects for Deathy, stuff like that. Kevin Mcleod, although everyone can agree he's a legend for making so much good free music, should not be oversaturated in any game. Even elevators change songs. The BG song could've also been changes to a soft, office like ambiance. Ringing phones, people talking, papers being flipped, all would've elevated the experience for the game. TL;DR, ok game that follows the theme but could use focus for the story it wants to tell. Needs help sound effect and audio wise but nothing truly immersion breaking.
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Please note this game was designed over 12 days while not working on it full time by a solo dev.
There were mouse click sounds etc. I did tie them to the volume control so if you turned "down" the volume it probably killed the mouse clicks. I would love to do more sound dev but it's definitely a time limit and $$ limit. I had to use what what available for the price.
Thanks for the feedback. I'll look into tightening things up when time allows.