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adamdaniels

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A member registered Apr 04, 2026 · View creator page →

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Thank you for your feedback, I'm pleased that you enjoyed the general concept of the game!

There's certainly an interesting divide on people that like the initial experience of learning where things are, and others that would prefer more guidance. There's definitely room for a solution of some sort - I'm just not quite sure what that could look like yet.

There is an element of randomness to the tasks, but the pool size ended up too small for this to have much of an impact. I had originally hoped for roughly double the number of tasks, but each one ended up taking a surprising amount longer than I expected to create. If I revisit the project, I'd definitely like to expand the variety of tasks and add some dynamic elements to them.

You're right that an outline would have been a good addition for the interactable objects. Not sure why I didn't include this, as I had just experimented with this in my previous jam.

Thanks again for leaving your thoughts and experience, I really appreciate it all!

A cute and fun game! Great sound and audio effects, with decent mechanics that bring it all together. The main issue I ran into was that it was a bit challenging to move around and try to climb out of the holes again in time.

Loosing the entire pouch of coins if you didn't make it out in time felt a bit harsh and led to me simply not adventuring too far out, or sitting at the top for the last 20 seconds instead of trying to grab a few more nuggets. I know they weren't destroyed, but finding the pouch in the next level was a bit of a challenge too since it just falls down. (not that I disagree with loosing the pouch, but perhaps an indicator or something else to help soften the blow)

Perhaps some kind of purchasable ladder or rope to climb could serve a good way to aid extra movement?

Overall a great game though - I had a fun time playing!

Fun game! Took me a couple of tries and I still couldn't quite figure out the last step (despite being pretty certain I had the right key), but I had fun poking around trying. I definitely needed a notepad to keep track of the information!

My main piece of feedback is that I would have preferred to have a bit more of the history on the screen, rather than having to page up/down to get the information. And an extra improvement I feel would be for the console auto-scroll to the bottom when typing (only a minor thing, but certainly a nice-to-have)

Overall, a solid game, I had a lot of fun trying. The key feedback when typing was satisfying and the whole aesthetics of the game is great!

Thank you! I'm so pleased that you enjoyed your playthrough. I was definitely aiming for that concept of having to hunt for items and slowly learn where things were over time - pretty much how it can feel in real life too.

It's been really interesting seeing the different perspectives on that. Some people (like yourself) enjoy that initial panic to locate items and others would prefer a bit more guidance. I'll have to put on my thinking cap to consider how I might bridge that gap, without losing the sense of exploration or the feeling that your employer accidentally skipped your induction!

Thanks again for your feedback!

Overall a pretty fun game. The basic move and jump controls felt good and the image to demonstrate the controls makes understanding the controls nice easy.

I found that trying to use the dash with a double space was rather awkward and I didn't really end up using it because I was expecting to jump higher instead of dashing left/right. This also seemed to apply a little inconsistently - was there a cooldown for this I wasn't aware of?

I also felt like running out of time took me by surprise, since I was concentrating so much on moving around, I didn't notice the timer changing. Some extra player feedback, whether that's audio, or changing the border colour might be a good way to help with this.

The short increment the blue bobles give makes for a brutal, but entertaining challenge. Great job!

A fun game that I can easily see myself sinking "more time than I have" into. The artwork is excellent, the soundtrack is delightful and catchy, the audio effects are a good fit for the game.

The concept of purchasing blocks that I was already seeing in the game seemed a little unusual to me, I didn't quite understand the reason for needing to buy them, but the upgrades or extra blocks I hadn't seen were a great fit for the shop.

Some extra features that may be good additions would include some way to 'lock in' blocks to stabilize the bottom of the tower, or blocks that glue themselves onto the stack to hold in place. Some of the builds got to the point where I couldn't really add any more to the top because there was no flat surface to put things on and they just slide off - so a block that would freeze in place could be pretty useful here.

Overall, a great game - well made, fun to play. Nice job!

This is a truly delightful game. Wonderful art style and concept, and the audio goes hand in hand with the rest of the game. The concept of combining countdowns within a countdown is also a very refreshing take.


I'd love to say I have some constructive feedback, but I have nothing. Absolutely beautiful game. I have no idea how you've managed to make something with such a simple presentation carry such a powerful message.

A very novel concept for sure. I really liked where this one was going and would have loved to have seen more.

The thing with the gun aiming was pretty amusing, where the fine adjustments were moved all over the place (assuming it was intentional - if not, it seems like a fun idea to add)

The narration was excellent, and like a previous comment mentioned, gives me some Stanley Parable vibes. I'd love to see where the Entrepreneur's story goes next!

A really fun premise - I must admit that I missed some of details on my first go and had to refresh the page to remind myself what I was meant to do. Not a major issue, but what you might call mildly inconvenient.

Overall, the game was excellent! I pressed almost every button just to see what would happen, and even getting Mr Assistable arrested was a delightful touch. I loved the odd take on all of the different tasks that needed to happen. A really creative concept, very well-made game and a fun experience!

Excellent game, I love this type of puzzle game! Reminds me of the turtle program from back at school. I managed the first three levels with a little trial and error, but I'll be coming back to finish off the last two levels - they won't get the better of me!

Others have mentioned about a reset button as a quality of life feature, which I definitely would put a vote on. None of that really detracts from an otherwise great game though!

Thanks for taking the time to write this out. It's definitely not overbearing and I appreciate your insights too!

I'm definitely the sort of person who likes programming in systems, so I can easily see myself getting sucked into months and months of making an AI/NPC system (or even trying to generalise it for future reuse) without actually making something that needs it.

In general, I think I'll try to take it in as small chunks as I can manage and develop it in its own little prototype in short bursts, and then over time, that should add up to a more complete understanding.

I'm lucky enough to have had some exposure to this in the past, so some of it won't be completely new, but equally, I've never fully developed something like that for my own projects and I'm looking forward to the challenge!

Thank you again for your thoughts and encouragement, and the best of luck with your own updates too!

Thanks for playing! I don't blame you, it's definitely not the sort of tasks I'd see myself wanting to spend too long doing either! I'm glad that you enjoyed it anyway, and thank you for the kind words!

Thanks for your feedback! You're right that something to help guide the player would have been helpful. The feeling I was aiming leaned more towards "thrown in the deep end", so I didn't want to highlight the location of items directly, and I never managed to come up with an alternative in the time frame. In hindsight, a map that indicates where to find things might have worked well.

I'm pleased that you enjoyed your playthrough though, and I'll definitely take some kind of tutorial or introduction into account if I ever revisit this project (or for my projects in the future too!)

Thank you! I'm thrilled that you enjoyed the game! I actually have the Severance soundtrack playing while I'm writing these replies, so I'm listening out for anything that sounds familiar!

No worries! I didn't take it as a mean comment! While getting fired repeatedly wasn't the original experience I was looking for when I first thought up the idea, it still works well in the theme of the game. It was a last-minute change to make the first couple of days a bit slower and then make the playthrough more chaotic as you progress through each day.

Thanks again for playing and taking the time to leave your thoughts!

Wow, what an excellent reply! It could be worth developing further just to build a task system that can handle that level of behaviour! There's a lot of fun ideas in there and I'm very curious to see how it could be further developed. Especially with the idea of getting dynamic feedback rather than simply working towards a fixed quota. 

I could have the manager constantly understating the effort of a job - "there's a small mess in the kitchen", just to walk in and find coffee and food everywhere (how did it even get on the ceiling)

As it happens, learning a bit more about how to get AI & NPCs in the game is one of the next things on my list, which could add a whole extra dimension to the game too. Imagine running into Bob on your way to fill up the printer, only for him to tell you to grab an extra ream of paper, or Sally walking round the corner as you're grabbing the donut off her desk!

Thank you so much for your thoughts - this comment is certainly one I'll be coming back to if I do take it further!

Thank you! I originally wanted the main task to be a case of finding the right desk to put it on, but I didn't quite get enough time to label desks or add that into the tasks system. Instead, I just settled on having it drop on the boss' desk, but it definitely should have been made a little more clear in the task list. That said, I'm glad that you did find out where it goes in the end, and that you enjoyed playing the game!

Thank you for playing! To be fair, getting fired is part of the "authentic corporate office experience" I was leaning towards, and it does get quite a bit harder as you progress. I had originally planned to add a performance rating system rather than a quota, but ran short on time and had to make a couple of feature cuts in that area.

Still, I'm pleased that you enjoyed the experience!

Thanks for playing and taking the time to leave detailed feedback! I'm sorry that you had issues with the printer and whiteboard tasks. The task system started off simple (as it always does), but then got messier as I kept adding new features to it, and unfortunately I ran short on time before giving it a full look over.

I'm unsure if I'd take this in a future direction, but if I do, I have plenty of notes to completely revamp how the tasks and interactions work. I really appreciate your feedback though, so thank you very much!

Thank you very much! had a ton of fun pulling this game together, and I'm so pleased to hear that you enjoyed it!

It's a good job the kettle only takes 1 in-game hour to boil, I originally wanted to make it longer! Thanks for playing, I'm pleased that you enjoyed the game!

Thanks for playing! Sorry that the mail task wasn't clear. There was a lot more I'd have liked to have put into the tasks system and unfortunately, just ran out of time. I certainly have quite a few notes for how I can make things more clear in the future though.

Thanks! I'm thrilled to hear you enjoyed it. No intentional reference to the Severance soundtrack, in fact, I haven't even heard it yet, but I'll definitely be checking it out soon now!

Thank you - I had a lot of fun putting together the sound effects and would have happily sat through the next week adding more if there was time! I'm happy to hear that you enjoyed that, and that the controls felt intuitive to use.

Thanks! I'm really glad that you enjoyed the soundtrack and art!

Thank you! I spent a fair bit of time getting the menu up and running, so I'm glad to hear that you liked that, and the game in general.

Very fun game and quite challenging too! Some extra effects and noises when clicking I think would have made a world of difference for this game, but it's great all the same! I could see this being one of those mobile apps that sinks a lot of spare time. Great job!

Delightfully unsettling! I'm glad I didn't play this one at night. A surprising amount of challenge to it, and while it might be simple, it's certainly effective! The added descriptions are a welcome help too. Nice job!

Very creative take on the theme, it took me a little while to get used to the mechanic but once I understood it, the game is an interesting challenge to try and beat. The main issue I noticed was that it's hard to drag some cards when the enemies are overlapping each other, but otherwise a good game with fun upgrades! Nice job!

An easy to understand premise and well executed. It's a little light on variation and content, but the mechanics are in there and seem solid and well built. Great job, I enjoyed my play through!

The time rewind mechanic is brilliantly mind-boggling - takes me a couple of goes each time because I keep mis-guessing my movements. Very creative and seems to be pretty well made all round. Great art and music to go with the feel of the game. Overall a great job!

The music and are are great and give the game a good overall atmosphere. I did struggle to understand what I was meant to do though. I ended up trying a handful of options, only to end with only the "do nothing" option and my eventual demise. Plenty of icons appeared on the screen, but it was unclear what they meant or how they affected me. Still, it looks something like with a tutorial and brief in-game story line, most of that would be resolved.

A fun concept - I'm a fan of city-builder type games, so I quite enjoyed the playthrough. My main criticism would be that the moment-to-moment actions were a little slow, something extra for the player to manage I think would have been a good touch to give something else for the player to do (perhaps water resource management, between the remaining cities and the fire fighting ships?)

Other than that, I found that the buildings burned a bit quicker than I could react and get a firefighting ship over to them, but it was easy enough to rebuild so many times, I simply ignored the lower priority buildings to keep the ship yards up.

But overall, it was a fun game to play, and the light story element behind it was good too! Great job!

I wouldn't have expected it (just because it's not my style of game), but I had a surprising amount of fun playing this. The game has an active, arcadey sort of feel to it and makes for a good experience playing it. Of course, I love the mechanic of enemies moving only when the player moves, it changes the challenge a little from guessing what they'll do, to figuring out how to react/avoid them. The art style and music all serve to reenforce that, so great job overall!

Some very retro-gaming feelings coming from this art style, it looks great! You might not have much of it put together yet, but what you do have is looking very polished.

I love the concept of playing the game in his dreams before the alarm goes off - that's a pretty creative take on the theme. The maze was relatively straightforward in concept, although quite challenging to get through. I had a couple of issues where the watchers were able to spot me through the walls, which didn't seem like it should trigger being seen, or where they instantly turned around to spot me, but otherwise a neat idea!

I love the art style you've chosen for this game, and the premise is engaging and easy to understand. The controls for moving about the boat are a little awkward, but in a way that I feel serves the style of the game. The fire extinguishing doesn't quite reach the aiming point though, so it was hard to know if I was pointing it in the right direction.

I see you've said to see the description for full credits, but not mentioned any in the description. Just wanted to mention that in case it's something you missed.

Neat concept! The artwork is great and the general premise of the game is very enticing. I found the music a touch distracting when trying to figure out how the game worked, but fine once I got past the initial tutorial and knew what I was doing. For four days, it's got an awful lot of depth with the levels, shops and so on, great job!

A surprisingly novel and challenging concept! I have basically no notes for useful feedback (sorry!)

The audio feedback is excellent (although I might wish for a little background music to be playing too) - counting down your moves is a great fit for the theme. A very well done game, overall!