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This is a really great idea! I'm very curious what you would do if you decide to develop this further though, as I felt 48 hours is probably not enough for this kind of game. The humour is great, but the thing that makes this fun, is where you get to deduce what actions will get you the best result. This was well done with the statue, but I would have loved to see more of this, because it's fun to solve problems. I think if there would be more of that and a little more punishment for doing something bad, this could be a very exciting game. That said, I have to say the art looks truly phenominal.

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Originally we were going to add more levels, like a date with a girl, where the same set of actions would lead to a different result - seducing your date makes way more sense than seducing your boss. It's actually quite easy to scale, but of course we didn't have enough time for that.

We originally started with a steepier difficulty curve, but in those few playtests that we had before the submission the players would lose too fast, and we decided that it's better to overshoot the target than disappoint a new player, and set max weirdness to x1.5 of its original value. Now I'd rather switch it to around 1.2x, but that's too late, of course. 

Thank you for your feedback!

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Also, deduction is a big part of what we wanted to implement, so that is more of getting to know a person in front of you than just using uniformally good actions and avoiding uniformally bad actions. The boss has strong feelings about every object in the room - for example, they love their tie and will defend it way more furious than they will defend themselves, and they don't really like the statue but keep it since it was a present. If a player realizes that through boss's reactions, they can keep using their negative actions on the statue and avoid using them on the tie.