I think the premise is really fun, and it definitely captures the feeling of being overwhelmed by an overflowing inbox. I wrote down a few observations that I hope are useful if you decide to keep developing the project.
- Most of the onboarding is explained in the game's description instead of inside the game. As a result, I found myself forgetting some of the available actions, such as when to use "finish", reply yes/no or when to attach files, because I had to rely on memory after starting the game.
- I wasn't sure what my overall objective was. Is the goal to survive for a certain amount of time? Reach a score? Keep the inbox under control? Having a clearer objective would help me understand what success looks like.
- Emails accumulate much faster than I can comfortably read and respond to them. This may be intentional, but since I didn't know if unanswered emails have consequences, I wasn't sure of how to prioritize them or if I was actually making good decisions that impacted on the outcome.
- Since many emails share the same subject and identical text, it becomes difficult to tell whether I'm reading a new message or one I handled already (even if emails disappear after being answered). Some variation or indication that this can happen would make inbox management much more... manageable, I think.
- Occasionally, the boss appears yelling at the player. I assume this represents negative feedback, but I couldn't identify what exactly triggered it or what I should do differently to avoid it. A clearer connection between the player's actions and the boss's reactions would make the feedback feel more informative.
Overall, I think the feeling of workplace chaos comes across quite well. My main suggestion would be to make the game's rules and feedback easier to understand so that the challenge comes from managing the workload rather than figuring out how the systems work. Kudos for the art as well!