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Hahah, I wouldn't call it a disaster -- in all seriousness ( :O ) I'm so curious what the full initial plan was gonna be! Regardless, even with the time crunch, I feel if you'd put colliders on the desks and set up a weirdly long office, I feel like you could have had a interesting racing/speed game on your hands. Maybe spinning at different speeds would grant different abilities, no spinning might make you move faster, spinning a little fast might throw off movement a little bit but let you knock over obstacles, and spinning the fastest might make you start flying? Just riffin here.

Also, tell me why the sound design is like... weirdly good? For one, I've never heard such an accurate 'bumping in an office wall' sound before.

Anyway, congrats on submitting, and don't stress too much about misjudging scope, solo dev is hard and such is par for the course on early game jams, haha. The opening cutscene to my game just... became the whole game lol. Hope you'll keep at it and take on more jams in future!

That progress bar is evil though.

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Haha thank you for the kind words. 

I have been very inspired by the CRPG genre as of late. (Judging by the writing in your game, I think you would absolutely adore Disco Elysium if you haven’t already played it).

The main idea was to be a Corporate-styled RPG where you battle other office workers, collect XP, and level up. But then all the classic skills like STR, INT, WIS are all greyed out and you can only put more points into SPIN and maybe equip other Office Chairs.

Then you can elevator through a few levels and maybe have a boss character at the end.

My primary challenges were UI aesthetics and making the combat feel how I wanted.

The piece I was most proud of was actually the procedural office generation tool I made to take a B/W png and automatically generate the base level structure. It would have made adding additional levels much faster.