Hey there! Been playing till I beat the game (with a bit of help from the No Peace mode) since my last comment. Once I understood that rage was the main stat driving whether the NPCs go after you or don't, it all became a bit simpler, thx for the explanation :)
Just wanted to give some more feedback now that I've played around some more:
- I still think most employees have way too much health. I'm perfectly fine with some of the higher ups being quite tanky, specially the vice CEO (kind of a final boss), but the fact is you have to burn through a TON of resources just to enrage a simple accountant, or IT guy, or whatever, and resources are very limited.
- The tutorial (first day) could use some improvements. I don't think the interns should anger instantly, it gives out the wrong idea (that you can just anger anybody with a piece of gum and a rubber band), which leads to players like me in my last post thinking the game must be bugged, when in reality what's going on is that the health spike from the easiest enemy to the second easiest is incredibly huge. By lowering the health of some enemies, and making interns just a bit tankier, that health spike should turn to a nice, gradual curve. Also, the player can then see the mechanics of how an employee gets red when it's being angered, and their emotes for how angry they are.
- Also, in the first cinematic Bibi specifies she can have evidence in 30 days. That timer can get really, REALLY stressful, specially with how much time and resources you require to anger a single employee. I'm not sure what happens if you don't have enough evidence by that day (I managed to get all by day 29), but I'm hoping you game doesn't end if you don't get it, that would be quite disappointing :(
- Speaking of No Peace mode... I'm really not sure what to make of it. It seems really inconsistent from a design point of view. What does it bring to the table? At first I saw the 300% damage multiplier from traps, so maybe it's easy mode. But the day ends if anyone gets you, so maybe it's hard mode. But everyone is angered so there is no need to lay traps (and no need for the trap damage buff) or play the game, so maybe it's a sandbox/free-win mode. But again, if it was a sandbox mode, then why does the day end when someone gets you? I used it as a kind of cheat mode for some of the employees who I couldn't manage to get angry, so maybe it's that, but it still feels really weird even like that, cause I'm playing some kind of stealth game, avoiding anyone but my target, so then it's not really a cheat mode if you can "lose" if you get seen by anyone else.
- I believe a fast forward mode would be appreciated. Sure, you can fast forward at Bibi's desk, but if you are waiting for a target to get up from their chair in another floor, like the security guys or the CEO, it can get quite boring.
Alright, that was a lot of text, I know... so lets flip the table! Now, positive feedback:
- The gameplay loop is really fun! Search for resources, explore the office for a target, wait for them to leave their desk and head for some location, and prepare the perfect combo! Really gives me some Hitman vibes, getting equipment on-site and waiting for just the perfect moment to present itself, whether by luck or because you orchestrated it.
- The NSFW scenes are also very hot! Lots of variety, good sounds, and always fun to replay if you get caught again by the same employee.
- It is a really nice touch to have Bibi comment on the office stuff, gives a good idea of what you can interact with, and the flavor text of certain interactions is great!
- Speaking of the text, the dialogue on the meetings is fantastic! I found it very fun to go into the game thinking Bibi works in a normal company, only to find out this people have the same power as some countries!
- The afternoon and weekends gameplay is a nice change of pace. Recover, regroup, and plan your next course of action. Maybe spam-calling the last employee you need to get dirt on, or watching TV in the hopes it levels up that store you really like.
Now, for some bugs. I'm sure you already know about some of them from other comments, but I'll still write them here:
- Some drinks, but specially sodas, don't get destroyed correctly after and employee sits at the desk with the trap, making that trap infinite and never allowing you to change it since "there is already a trap there"
- If you quit the game, when you come back the entire office will be restocked, as if it was day 1. This fully breaks the resource economy, as everything becomes infinite without working a single hour.
- Sometimes, specially after 9AM or so, if you go to work and hit the "work till end of day" button, it won't count the hours that are still in the day (So you may start working at 12, instantly hit the button, and make 0$ because the game thinks you didn't work).
- Marbles and other traps that move after they have been triggered can and will go through walls or out of bounds.
- Same with employees getting hit by traps. I sent one worker to the shadow realm after hitting him with nails right below the window on the top left of the basement.
- Some minor bugs:
- Resetting data on an afternoon keeps the first day on afternoon.
- Toilet paper with gum doesn't tell it gives +10% damage. I'm guessing that got removed, but the itch.io page still shows that
- Bibi's commentary for the soap dispenser is the same one as the refrigerator.
...And I think that is pretty much all of it! Sorry, I'm now realizing just how much I have wrote... But I really want this game to be in its best shape! I hope the feedback was helpful, and I wish you luck on this and your future projects! <3